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Actor Interactable Component Validations

Dominik Pavlíček edited this page Oct 27, 2022 · 15 revisions

In Engine Validations:

LifecycleCount

LifecycleCount is validated by this logic:

if LifecycleMode == Cycled
then LifecycleCount = Max(2, InputValue)

if LifecycleMode == Once
then LifecycleCount = 1

CooldownPeriod

CooldownPeriod is validated by this logic:

if LifecycleMode == Cycled
then LifecycleCount = Max(0.1, InputValue)

DefaultInteractableState

DefaultInteractableState is validated by this logic:

if DefaultInteractableState == Active 
then DefaultInteractableState = Awake

else if DefaultInteractableState == Cooldown
then DefaultInteractableState = Awake

else if DefaultInteractableState == Completed
then DefaultInteractableState = Awake

In Game Validations:

State Machine

State Machine is a way to verify the State of the component. Some state paths cannot be traversed, and that is to avoid conflicts for validation. In the simple graph below you can see which State can be accessed from which.

CanInteract

Can Interact is a function with determines whether this Component can Interact or not. This function can be overridden in Blueprint to give game developers finer control over the validation flow. Default control is:

if State == Awake 
then return Does Have Interactor?

else return False
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