Optional bridge for game-owned SaveGame objects.
Use this state-change call as part of interaction save and restore. When the signature is authority-only, call it from server-owned gameplay flow so replicated target state remains consistent.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "InteractionRuntime|Save")
bool SetInteractionRuntimeSaveSnapshot(const FInteractionRuntimeSaveSnapshot& Snapshot);
Parameters
Inputs
Snapshot
Interaction save snapshot used by the operation.
Return Value
bool
True when the supplied value was accepted by the runtime state path.
Use Cases
- Change interaction save and restore state from the correct gameplay authority or owner.