Enables or disables a specific point by ID.
Use this state-change call as part of target runtime state. When the signature is authority-only, call it from server-owned gameplay flow so replicated target state remains consistent.
This node is authority-oriented. Use it from server-owned gameplay flow when it changes shared target, command, variant, cooldown, save, or route state.
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "InteractionRuntime")
bool SetPointEnabled(FInteractionRuntimePointId PointId, bool bEnabled);
Parameters
Inputs
PointId
Interaction point id to query or modify.
bEnabled
New enabled state.
Return Value
bool
True when the supplied value was accepted by the runtime state path.
Use Cases
- Change target runtime state state from the correct gameplay authority or owner.
Notes
- Authority-only Blueprint exposure means shared state changes should be driven by the server-owned gameplay path.