Reloads the Definition asset and rebuilds all internal point/variant/command maps.
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.
UFUNCTION(BlueprintCallable, Category = "InteractionRuntime")
void RefreshRuntimeStateFromDefinition();
Use Cases
- Use during target runtime state workflows when reloads the Definition asset and rebuilds all internal point/variant/command maps..