Applies payload data to a widget instance.
Use this state-change call as part of core concepts. When the signature is authority-only, call it from server-owned gameplay flow so replicated target state remains consistent.
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "InteractionRuntime|WidgetPayload")
void ApplyPayloadToWidget(UUserWidget* Widget, const FInteractionRuntimeRequirementContext& Context);
Parameters
Inputs
Widget
Widget that receives the payload.
Context
Interaction context used by this operation.
Use Cases
- Change core concepts state from the correct gameplay authority or owner.