Enables or disables this target globally.
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 SetTargetEnabled(bool bEnabled);
Parameters
Inputs
bEnabled
New enabled state.
Return Value
bool
True when the supplied value was accepted by the runtime state path.
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.