B2Action_RestaurantEat
- Description
* ===============
* Extends the normal Eat Action for a restaurant customer. The Action starts only when Target is the
* exact ServedFood bound to Self's Served order ticket and Self is occupying the assigned restaurant seat.
* A successful Eat finish converts that ticket to Eaten. A canceled interaction leaves it Served so the
* customer's recommended activity can retry. If the finish commit is unexpectedly rejected, the Action logs
* the mismatch and leaves sequence cleanup to customer departure or business close.
* ===============
* Param:
* S1: - (inherited Eat root animation is resolved from the target Food)
* S2: Head animation id inherited from FB2Action_Eat
* F1: -
* F2: -
* Note:
* OnPlay(): Revalidates Self, the exact ticket-bound Food, and the occupied assigned seat before starting Eat.
* OnFinish(): Commits the matching restaurant ticket from Served to Eaten. If the commit is unexpectedly rejected, logs the mismatch and leaves cleanup to customer departure or business close, then runs the inherited Eat finish handling.
* OnCanceled(): Uses the inherited Eat behavior and intentionally does not cancel the restaurant ticket.
| Property | Type | Description | Metadata |
|---|---|---|---|
| HeadAnimId | FName | Animation id for the head/facial eating montage, provided via the action's S2 param | |
| HeadAnimMontageName | FName | Resolved montage name for the head anim, used to play the facial eating montage | |
| ProgressTime | float | Total duration required to eat the food, computed from remaining calories and time-to-eat | |
| PrevRemainCalorie | float | Food's remaining calorie value captured at action start, used to compute consumed calories on finish | |
| SelectedHand | EB1HandType | Hand holding the food object, used to select the one-hand eating animation variant | |
| AnimationId | FName | Animation id to play, resolved via the overridable GetAnimationId() hook | |
| LoopCount | int32 | Requested number of times to play the montage's Loop section (0 normalized to 1, -1 means infinite) | |
| RemainLoopCount | int32 | Remaining loop iterations, decremented each time the Loop section finishes; drives when looping stops | |
| StartLocation | FVector | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-vector default | |
| StartRotation | FRotator | Referenced in GetLogString() for debug logging, but never assigned by this class or any subclass - the log always shows the zero-rotator default | |
| AnimMontageName | FName | Resolved montage asset name used to play/track the animation, set by SetAnim() | |
| SectionName | FName | Current montage section of MAIN ANIMATION (Default/Loop/End), tracked via montage delegates and used to drive finish/cancel decisions | |
| PlayingComponentName | FName | Anim component the montage is played on (e.g. Root vs. other), resolved by SetAnim(). SetAnim() clears this on entry, so it stays None whenever the resolve fails; a non-None value means the latest resolve succeeded. | |
| TotalPlayLength | float | Total play length of the resolved montage, used in progress-time and one-loop-length calculations | |
| LoopPlayLength | float | Play length of a single loop of the resolved montage, used in progress-time calculation | |
| RateScale | float | Playback rate scale of the resolved montage, used in progress-time calculation | |
| Paused | bool | Whether the montage is currently held in a paused blend state | |
| Phase | EB2PlayAnimPhase | Phase of PlayAnim Action | |
| AddOnAnimData | FB2AddOnAnimData | AddOnAnim Data | |
| ActionId | FName | Identifier of this action instance (used for interaction tracking and mission time accounting) | |
| State | EB2ActionState | Current lifecycle state of this action | |
| MergeType | EB2ActionMergeType | Merge type flags for this action (e.g. interaction merge, checked in Finish()) | |
| Result | EB2InteractionResult | Result of this action once it stops playing (Finish/Failed/Canceled) | |
| SelfEntityId | FB1EntityId | Entity id performing this action | |
| TargetEntityId | FB1EntityId | Entity id targeted by this action | |
| GrabEntityId | FB1EntityId | Entity id grabbed/carried by self entity for this action | |
| NonTargetLocation | FVector | Location used for script/condition context when there is no target entity | |
| Action | FB1ActionInfo | Action table data (S1/S2/F1/F2, script id lists, etc.) driving this instance | |
| TickCalcValue | float | Accumulated tick delta time since this action started ticking | |
| CurrentNotifyIndex | int32 | Index into Action.NotifyScriptIds for the next notify script to run | |
| AsyncLoadAnimInfo | TArray | Animations to async-load for this action's start/notify/tick/finish/cancel scripts | |
| AddActionTimeInterval | float | Interval in seconds between OnTickAddActionExecuteTime() calls | |
| AccumAddActionTime | float | Elapsed time accumulator compared against AddActionTimeInterval | |
| StartActionTickTime | int64 | Tick timestamp used to measure elapsed action execution time for mission tracking | |
| ActionKey | FB2ActionKey | Key identifying this action's slot/queue within the interaction system | |
| TimeTaskId | FB1TimeTaskId | Id of the scheduled time task used for delayed Determine/Finish | |
| IsForceCancelable | bool | Whether this action is force-cancelable, copied from Action.IsForceCancelable | |
| IsFirstAction | bool | Marks the first action in an interaction sequence; set on actions[0] by FB2InteractionPlayer::LinkActions(), read by FB2ActionPlayer | |
| bMultiFlag | bool | Set by looping actions (PlayAnim, BookRead, Eat, WaitTalkSequence) once a loop iteration completes; read/reset by FB2ActionPlayer to gate multi-interaction selection | |
| TalkInstanceId | FB1TalkInstanceId | Id of the talk instance this action is linked to, set externally by FB2InteractionPlayer::LinkActions() | |
| TalkSubjectEntityId | FB1EntityId | Entity id of the talk subject linked to this action, set externally by FB2InteractionPlayer::LinkActions()/OnTalkSpaceParamChanged() | |
| bIsWaitFinishEvent | bool | Cached copy of Action.IsWaitFinishAction taken at Init(); read directly by FB2ActionPlayer for sequencing (the IsWaitFinishAction() getter instead reads Action.IsWaitFinishAction live) | |
| AutoInsertType | EB2ActionAutoInsertType | Type of action that was auto-inserted before this one (e.g. WalkTo, ChangePosture) |