UConversationSideEffectNode

Side effects are actions that are performed just after a task is executed (this allows state-altering or cosmetic actions to be mixed in to other nodes)

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Inheritance Hierarchy

References

Module

CommonConversationRuntime

Header

/Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationSideEffectNode.h

Include

#include "ConversationSideEffectNode.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable)
class UConversationSideEffectNode : public UConversationSubNode

Remarks

Side effects are actions that are performed just after a task is executed (this allows state-altering or cosmetic actions to be mixed in to other nodes)

When a task executes on the server, it replicates to the client that it executed and to then execute any client side effects that may be necessary for that task.

Functions

Name Description

Public function Const

void

 

CauseSideEffect

(
    const FConversationContext& Contex...
)

Called by the client and server code executes the side effect.

Protected function Const UFunction blueprintcosmetic, blueprintnativeevent

void

 

ClientCauseSideEffect

(
    const FConversationContext& Contex...
)

Protected function Const UFunction BlueprintAuthorityOnly blueprintnativeevent

void

 

ServerCauseSideEffect

(
    const FConversationContext& Contex...
)

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