ChangePostureState | FB1PostureState | Resolved posture state (id, direction, target entity, slot) to apply on finish |
CurrentAnimTime | number | Elapsed time since the posture animation started playing |
OwnerCharacter | any | Cached reference to the character performing the posture change |
PostureAnimId | string | Animation id resolved for the target posture animation |
PostureAnimName | string | Montage row name resolved for the target posture animation |
PostureId | string | Target posture id to transition into, read from the action params |
SafeExitLocation | FVector | Precomputed safe location to teleport the character to when exiting a vehicle |
TargetEntity | any | Cached reference to the interaction target actor for the posture change |
TransitionAnimId | string | Animation id for transitioning between the current and target posture, if any |
TransitionAnimName | string | Montage row name resolved for the transition animation |
bIsCancelCondition | boolean | Whether this action currently allows cancellation (set when a blocking vehicle-exit condition occurs) |
bIsDriverExit | boolean | Whether this posture change corresponds to the vehicle driver exiting |
bIsOverrideAnim | boolean | Whether a one-time posture override animation is being used instead of the normally resolved one |
bIsPassengerExit | boolean | Whether this posture change corresponds to a vehicle passenger exiting |
bUseSafeExitLocation | boolean | Whether to teleport the character to SafeExitLocation on finish |