Execution action that disables the current target, point, or command after selected terminal outcomes.
Use this for consumed pickups, one-shot command choices, opened switches, completed objectives, or commands that should disappear after success. The action runs on the authority path and applies either replicated global target state or per-interactor restriction state depending on DisableApplication.
For shared world state, use Global. For player-specific choices, personal branching UI paths, or per-player collection state, use PerInteractor. Pair StatePersistence with variant selection rules when variants can change after the command executes.
UCLASS(Blueprintable, EditInlineNew, DefaultToInstanced, CollapseCategories, DisplayName="Disable Command Interaction Action")
class INTERACTIONFRAMEWORKRUNTIME_API UInteractionCommandDisableInteractionAction : public UInteractionCommandExecutionAction
Properties
Disable Scope
Selects how much of the interaction target is disabled when the action applies.
Disable Application
Selects whether the disabled state affects every interactor or only the interactor that triggered the command.
State Persistence
Controls whether disabled command state survives active variant changes on the same point.
Save Policy
Controls whether the applied disabled state is written to interaction save data.
Use Cases
- Disable a command after a player consumes a one-time option.
- Disable an entire point or target after a world interaction is completed.
- Use per-interactor disables for personal branch or player-specific prompts.
Notes
- Global disables replicate through target runtime state and affect every interactor.
- Per-interactor disables are stored on the triggering interactor authority state and are suitable for player-specific interaction flow.
- SavePolicy controls persistence across save/load; it does not decide whether the state replicates during the current session.