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B2Action_OnBoardEnd

  • Description
    * ===============
    * Ends boarding a surfboard. Sends an Exit on-board request to the character movement component's on-board handler using the character's current posture, and waits until that transition completes.
    * ===============
    * Param:
    * S1: -
    * S2: -
    * F1: -
    * F2: -
    * Note:
    * OnInit(): Delegates to FB2Action_Base::OnInit(); no extra data is read from the action.
    * CanStartCondition(): Requires a valid self character and movement component, then asks the on-board handler whether an Exit request with the character's current posture is currently allowed.
    * OnPlay(): Sends the Exit on-board request built from the character's current posture to the on-board handler; finishes with InvalidSelfEntity if the character or movement component is missing.
    * OnTick(): Finishes the action once the on-board handler is no longer active; finishes with InvalidSelfEntity if the character or movement component is missing.
    * OnCanceled(): Handles cancellation directly instead of leaving it to the handler, since cancellation only happens on despawn: stops the current on-board montage, restores the anim transform, and resets the on-board handler. Posture is left untouched because the handler already switched it to Swim when the request was sent.
PropertyTypeDescriptionMetadata
AnimIdFNameAnimation played while disembarking is in progress.
ActionIdFNameIdentifier of this action instance (used for interaction tracking and mission time accounting)
StateEB2ActionStateCurrent lifecycle state of this action
MergeTypeEB2ActionMergeTypeMerge type flags for this action (e.g. interaction merge, checked in Finish())
ResultEB2InteractionResultResult of this action once it stops playing (Finish/Failed/Canceled)
SelfEntityIdFB1EntityIdEntity id performing this action
TargetEntityIdFB1EntityIdEntity id targeted by this action
GrabEntityIdFB1EntityIdEntity id grabbed/carried by self entity for this action
NonTargetLocationFVectorLocation used for script/condition context when there is no target entity
ActionFB1ActionInfoAction table data (S1/S2/F1/F2, script id lists, etc.) driving this instance
TickCalcValuefloatAccumulated tick delta time since this action started ticking
CurrentNotifyIndexint32Index into Action.NotifyScriptIds for the next notify script to run
AsyncLoadAnimInfoTArrayAnimations to async-load for this action's start/notify/tick/finish/cancel scripts
AddActionTimeIntervalfloatInterval in seconds between OnTickAddActionExecuteTime() calls
AccumAddActionTimefloatElapsed time accumulator compared against AddActionTimeInterval
StartActionTickTimeint64Tick timestamp used to measure elapsed action execution time for mission tracking
ActionKeyFB2ActionKeyKey identifying this action's slot/queue within the interaction system
TimeTaskIdFB1TimeTaskIdId of the scheduled time task used for delayed Determine/Finish
IsForceCancelableboolWhether this action is force-cancelable, copied from Action.IsForceCancelable
IsFirstActionboolMarks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer
bMultiFlagboolSet by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection
TalkInstanceIdFB1TalkInstanceIdId of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions()
TalkSubjectEntityIdFB1EntityIdEntity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged()
bIsWaitFinishEventboolCached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live)
AutoInsertTypeEB2ActionAutoInsertTypeType of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture)