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Side effects are actions that are performed just after a task is executed (this allows state-altering or cosmetic actions to be mixed in to other nodes)
When a task executes on the server, it replicates to the client that it executed and to then execute any client side effects that may be necessary for that task.
| Name | UConversationSideEffectNode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/CommonConversation/Source/CommonConversationRuntime/Public/ConversationSideEffectNode.h |
| Include Path | #include "ConversationSideEffectNode.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Blueprintable)
class UConversationSideEffectNode : public UConversationSubNode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UConversationNode → UConversationSubNode → UConversationSideEffectNode
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CauseSideEffect
(
const FConversationContext& Context |
Called by the client and server code executes the side effect. | ConversationSideEffectNode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClientCauseSideEffect
(
const FConversationContext& Context |
ConversationSideEffectNode.h |
|
|
void ServerCauseSideEffect
(
const FConversationContext& Context |
ConversationSideEffectNode.h |
|