Suppresses all generated interaction prompts and prompt-driven input for this local player.
Use this when another local UI layer owns the player flow and Interaction Framework prompts should not be visible or activatable. Suppression is reason-based; prompts resume only after every active full suppression reason has been cleared.
UFUNCTION(BlueprintCallable, Category = "InteractionUI|Prompt")
void SuppressInteractionPrompts(FName Reason);
Parameters
Inputs
Reason
Local ownership key, such as Inventory, Inspection, ModalFlow, or Cinematic.
Use Cases
- Control generated interaction prompt presentation from local UI flow.