B2Action_ThrowCarriableObject
- Description
* ===============
* Determines which hand is holding the throw target, resolves SelectedHand accordingly, and plays the matching throw montage. (Releasing the object from the hand is the responsibility of the B1AnimNotify_ThrowCarriable notify embedded in the montage.)
* ===============
* Note:
* OnInit(): Resolves SelectedHand by comparing the target entity against the currently grabbed entity in each hand; fails if the target isn't grabbed.
* OnPlay(): pays the active-action energy cost, after the base call and only when a montage actually resolved. Init runs while the interaction is still being set up, and the base OnPlay cancels out when SetAnim fails, so charging in either spot would bill throws that never happen.
| Property | Type | Description | Metadata |
|---|---|---|---|
| SelectedHand | EB1HandType | Hand holding the throw target, used to pick the throw montage/tag | |
| 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) |