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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, GameplayEvent
  • Lifecycle: Pulse, StateUpdate, StateEnd
  • Magnitude, DirectionWS, OriginWS
  • SourceRegionName, 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.