Sets the world location used by projection when the widget has a valid anchor.
Use this state-change call as part of prompt UI and widget presentation. When the signature is authority-only, call it from server-owned gameplay flow so replicated target state remains consistent.
UFUNCTION(BlueprintCallable, Category = "InteractionUI")
void SetAnchorWorldLocation(FVector InWorldLocation);
Parameters
Inputs
InWorldLocation
World location to project.
Use Cases
- Change prompt UI and widget presentation state from the correct gameplay authority or owner.