Returns the handle of the currently focused point, or an invalid handle if HasFocus() is false.
Use this read-only check while building interactor focus, projection, input, or activation logic. It does not author new target definition data by itself.
UFUNCTION(BlueprintPure, Category = "InteractionRuntime")
FInteractionRuntimePointHandle GetFocusedHandle() const;
Return Value
Returns the handle of the currently focused point, or an invalid handle if HasFocus() is false.
Use Cases
- Read focused handle and handle the missing-data case explicitly.