Controls whether the applied disabled state is written to interaction save data.
DoNotSave makes the disabled state runtime-only. It can still replicate and affect players during the current session, but it is not exported as saved interaction state. Use it for temporary custom UI flow, demo interactions, or state owned by another gameplay system.
SaveAppliedState records the disabled target, point, or command so it can be restored through the framework save path. Use it for persistent world changes such as consumed pickups, permanently completed interactions, or one-time commands that must remain unavailable after loading a save.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interaction|Execution")
EInteractionRuntimeDisableSavePolicy SavePolicy = EInteractionRuntimeDisableSavePolicy::DoNotSave;
Use Cases
- Use DoNotSave for temporary or externally-owned state.
- Use SaveAppliedState for framework-owned persistent consumed interaction state.
Notes
- SavePolicy does not control multiplayer replication during the active session. DisableApplication controls whether the current-session state is global or per-interactor.