Adds, updates, or removes one State request.
Blueprint node: Set Pose Overlay State Active. The signature retains the exact C++ symbol and parameter names.
bool SetStateActive(FPoseOverlayRuntimeRequest& Request, UPoseOverlaySet* Set, FGameplayTag StateTag, bool bActive, float StateWeight = 1.0f)
Parameters
Input / Output
Request
Blueprint pin: Request. The caller-owned request to read or change.
Other Parameters
Set
Blueprint pin: Set. The loaded Pose Overlay Set.
StateTag
Blueprint pin: State Tag. The exact authored State tag.
bActive
Blueprint pin: Active. True to add or update the State; false to remove it.
StateWeight
Blueprint pin: State Weight. The State weight used while activating; values are clamped to the 0–1 range.
Return Value
bool
True when the stored request changed.
Use Cases
- Activate a weapon, injury, equipment, carrying, or other semantic State from gameplay.
- Deactivate the same State when the authoritative gameplay condition ends.
Notes
- Use a persistent caller-owned request. The return value reports request mutation, not pose-evaluation success.