Signals
A Signal is data that delivers a runtime event to a Response Rule. An effect begins when the Signal Name matches the Rule and that Rule supports the target Module.
General Signal Nodes
| Node | When to Use |
|---|---|
Submit OverAnim Signal |
Submit a fully populated FOverAnimSignal struct directly. |
Submit Named OverAnim Signal |
Send a general Pulse containing only a name, Magnitude, Direction, and Origin. |
Submit Named OverAnim Signal From Owner |
Send a simple Signal in Owner-relative directions. |
Submit OverAnim Impact Signal |
Send a collision Signal that directly includes Contact Point/Normal. |
Submit OverAnim Signal rejects an empty Signal Name and a negative or NaN Magnitude. Direction is normalized internally. Submit Named OverAnim Signal From Owner safely uses World Up when Owner Velocity is 0.
Signal Source and Lifecycle
FOverAnimSignal can contain the following information:
Source:Manual,MotionAnalyzer,AnimNotify,GameplayEventLifecycle:Pulse,StateUpdate,StateEndMagnitude,DirectionWS,OriginWSSourceRegionName,SourceId- Optional
ContactPointWS,ContactNormalWS,ContactBoneName
Pulse is suitable for one-shot hit, jump, or acceleration reactions. For sustained effects or activation windows, combine a Response Rule's Sustained behavior, Notify Activation Channel, and State Update/End.
Queuing and Failure Handling
If a Signal is sent before the Component is installed, it attempts Apply OverAnim when necessary. Until the Instance Manager is ready, no more than Max Pending Signals are queued; when the limit is exceeded, the oldest Signals are discarded first.
Always check the Signal node's return value.
false: Effects may be disabled, input values may be invalid, installation or contract validation may have failed, or contact requirements may not be met.true: The Signal was processed immediately or accepted into the ready queue.
See Hit · Collision · Damage for inputs to contact-based Modules.