This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active.
Target is Input Trigger
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In
Exec
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Target
Input Trigger Object Reference
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Player Input
Enhanced Player Input Object Reference
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Modified Value
Input Action Value Structure
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Delta Time
Float
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Out
Exec
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Return Value
ETriggerState Enum
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This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active. |