Blueprint event fired when active interaction progress changes.
Use this during prompt UI and widget presentation flow after the interactor has current focus, visible surface data, or command input state for the requested operation.
UFUNCTION(BlueprintImplementableEvent, Category = "InteractionUI")
void OnInteractionProgressChanged( bool bHasActiveProgress, FInteractionRuntimeTargetId TargetId, FInteractionRuntimePointId PointId, FInteractionRuntimeCommandId CommandId, EInteractionRuntimeInputPattern Pattern, float NormalizedProgress, float ElapsedSeconds, float DurationSeconds, int32 CurrentCount, int32 RequiredCount);
Parameters
Inputs
bHasActiveProgress
True when an interaction progress event is active.
TargetId
Runtime target id to query or modify.
PointId
Interaction point id to query or modify.
CommandId
Interaction command id to query or modify.
Pattern
Input pattern associated with the progress update.
NormalizedProgress
Progress value normalized from 0 to 1.
ElapsedSeconds
Elapsed progress time in seconds.
DurationSeconds
Expected progress duration in seconds.
CurrentCount
Current counted progress value.
RequiredCount
Required counted progress value.
Use Cases
- Use during prompt UI and widget presentation workflows when blueprint event fired when active interaction progress changes..