Sets and optionally saves a local point variant override for this interactor.
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.
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|Save")
bool SetSavedLocalPointVariant( FInteractionRuntimeTargetId TargetId, FInteractionRuntimePointId PointId, FInteractionRuntimeVariantId VariantId, EInteractionRuntimeVariantOverrideSavePolicy SavePolicy = EInteractionRuntimeVariantOverrideSavePolicy::SaveOverride);
Parameters
Inputs
TargetId
Runtime target id to query or modify.
PointId
Interaction point id to query or modify.
VariantId
Variant id to set, save, or query.
SavePolicy
Save policy used for the variant or state change.
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.
Notes
- Authority-only Blueprint exposure means shared state changes should be driven by the server-owned gameplay path.