Tala Esenlikler
Interaction Command Execution Action

Execute On Outcomes

Bitmask of terminal outcomes that are allowed to run this action callback.

Interaction Framework 1.0.0 UE5.8 int32 UInteractionCommandExecutionAction InteractionCommandExecutionAction.h

Bitmask of terminal outcomes that are allowed to run this action callback.

Completed runs the action after successful command completion and is the normal choice for irreversible state changes such as disabling a command, applying a success cooldown, granting an item, or updating project UI state.

Cancelled runs when execution is cancelled, such as releasing a hold early or aborting a route. Failed runs when execution reaches a failure outcome. Include Cancelled or Failed only when the action is cleanup or feedback that should happen for those outcomes. OnStarted is separate and always runs when the action starts.

Owner UInteractionCommandExecutionAction
Module InteractionFrameworkRuntime
Category Interaction|Execution
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interaction|Execution", meta = (Bitmask, BitmaskEnum = "/Script/InteractionFrameworkRuntime.EInteractionRuntimeExecutionTrigger", DisplayName = "Execute On Outcomes", ToolTip = "Controls which terminal interaction outcomes should run this action's OnCompleted, OnCancelled, and OnFailed callbacks. OnStarted always runs."))
int32 ExecuteOnOutcomes = static_cast<int32>(EInteractionRuntimeExecutionTrigger::All);

Use Cases

  • Use Completed for one-shot gameplay commits.
  • Include Cancelled or Failed for cleanup actions started earlier in the command lifecycle.
  • Avoid running irreversible state changes on Failed unless failure should also consume the command.

Notes

  • This is a bitmask, so multiple terminal outcomes can be selected.

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