| NextDest | TArray | Queued intermediate waypoints (avoidance corner then final destination) inserted into the path after routing around the vehicle | |
| From | FVector | Path start location, set in SetFromLocation() | |
| To | FVector | Path destination location, set in FindTargetLocation()/SetParams() and refined as the path is resolved | |
| bUseSprint | bool | Whether to sprint for this walk, set from the Sprint(S2) marker or by subclasses | |
| bWaitRequestPathResult | bool | Whether an async path-find request is currently pending | |
| bWaitRetryPathResult | bool | Whether a retried path result is pending after PathFollower requested a retry | |
| WalkToState | EB2WalkToState | Current stage of the path-following/motion-warping/turn-anim state machine | |
| MoveOver | FB2MoveOver | Move-over helper tracking overlap-avoidance movement toward the target/destination | |
| OffsetDistance | float | Distance to stop short of the target along the path, set from Action.F1 (or DistFromFire for burning targets) | |
| bStopBeforeSwimmingPoolNode | bool | Whether to truncate the path before entering a swimming pool node | |
| bIsScheduleWalkTo | bool | Whether this is a schedule-driven walk pending a randomized SLOD teleport trigger time | |
| bHasSwimmingPoolNode | bool | Whether the resolved path passes through a swimming pool enter/exit node | |
| ScheduleWalkToTeleportTriggerTime | FDateTime | Game time at which a schedule walk becomes eligible for SLOD teleport, randomized in OnInit | |
| bIsSiteTargetWalkTo | bool | Whether this walk targets a site (user-requested site move); affects path query params and finish handling | |
| bIngoreTrafficSignal | bool | Whether the path follower should ignore traffic signals | |
| bIsCommuteAction | bool | Whether this is a commute-style walk, cached in OnInit and used by OnPlay's SLOD teleport decision; serialized to persist the decision across save/load | |
| bWasEverVisibleSlod0 | bool | Whether this WalkToSpawner crowd walker has ever been SLOD0-visible, gating SLOD1 hold-teleport for previously-seen despawning crowds; serialized to persist across save/load | |
| bTriedClearSituationalOutfit | bool | Whether the situational outfit clear has already run for this walk; serialized so that a save/load during path-wait does not run it twice | |
| 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) | |