Clears a manual variant override, reverting to automatic selection (if configured).
Use this state-change call as part of target runtime state. 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")
bool ClearPointVariantOverride(FInteractionRuntimePointId PointId);
Parameters
Inputs
PointId
Interaction point id to query or modify.
Return Value
bool
True when ClearPointVariantOverride completes its documented check or state update.
Use Cases
- Change target runtime state 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.