Tala Esenlikler
Requirement

Evaluate

Evaluates whether this requirement passes for the supplied interaction context.

Interaction Framework 1.0.0 UE5.7 Function UInteractionRuntimeRequirement

Evaluates whether this requirement passes for the supplied interaction context.

Override this in Blueprint requirement classes to gate points, variants, automatic selection candidates, or commands. Return true when the current context should pass and false when it should fail.

The runtime can call Evaluate while building prompts, resolving automatic variants, and validating activation, so implementations should read state only. Do not mutate inventory, set variants, save data, spawn actors, or trigger command behavior from Evaluate; use execution actions for side effects after command outcomes.

Use Context.EvaluationStage, point id, command id, interactor, target component, target actor, instigator actor, and allowed instigators to decide which condition is being evaluated.

Owner UInteractionRuntimeRequirement
Module InteractionFrameworkRuntime
Category InteractionRuntime|Requirements
UFUNCTION(BlueprintNativeEvent, Category = "InteractionRuntime|Requirements")
bool Evaluate(const FInteractionRuntimeRequirementContext& Context) const;

Parameters

Inputs

Return Value

bool

True when the requirement or evaluation step passed for the supplied context.

Use Cases

  • Implement Blueprint requirement checks for inventory, quest state, permissions, player count, ability tags, or actor state.
  • Share one requirement class across point, variant, selection, and command scopes by branching on the evaluation stage.

Notes

  • Return true to pass and false to fail. Entry-level inversion is applied after Evaluate returns.
  • Keep Evaluate side-effect free because it may run for UI and validation before command execution.

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