Sets a stable game-owned save id for persistent runtime-spawned targets.
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 SetGameOwnedInteractionTargetSaveId(FInteractionRuntimeSaveId SaveId);
Parameters
Inputs
SaveId
Stable target save id.
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.