Sets the active variant override for a point on this target component.
Use this authority-owned target state call when gameplay chooses a specific variant for an authored point, such as switching a door panel, changing available commands, or restoring a saved variant override.
This node is authority-oriented. Use it from server-owned gameplay flow so replicated target state remains consistent.
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "InteractionRuntime")
void SetPointVariant(FInteractionRuntimePointId PointId, FInteractionRuntimeVariantId VariantId);
Parameters
Inputs
PointId
Point whose variant should be changed.
VariantId
Variant to make active for that point.
Use Cases
- Switch a point to a specific variant from authority-owned gameplay logic.
- Restore a saved or scripted variant override for a target point.
Notes
- The point id and variant id must match data authored in the target definition.
- Call from authority-owned gameplay flow for replicated target state.