Limen Framework 0.1 Help

ULimenLock

Overview

ULimenLock is an UActorComponent used to manage the locking and unlocking state of interactive objects. It provides functionality to set and get the keyword required to unlock the object, check if it is currently locked, and change its locked state based on a controller and pawn interacting with it. The component also broadcasts events when the lock state changes.

Properties

Type

Name

Access

Description

FName

Keyword

EditAnywhere, BlueprintReadOnly

The keyword required to unlock the object.

bool

bStartLocked

EditAnywhere

Whether the lock should start in a locked state when the component is activated.

bool

bIsLocked

Private

The current locked state of the object.

Functions

Return Type

Signature

Description

void

SetStartLocked(const bool bNewLocked)

Sets whether the lock should start in a locked state when the component is activated.

void

SetKeyword(const FName& NewKeyword)

Sets the keyword required to unlock the object.

FName

GetKeyword() const

Returns the keyword required to unlock the object.

bool

IsLocked() const

Checks if the lock is currently locked.

void

SetLockedState(const bool bLocked)

Sets the current locked state of the object.

bool

ChangeLockedState(AController* Controller, APawn* Pawn, FName Test, const bool bLock)

Changes the locked state based on a controller and pawn interacting with it using a single keyword. Returns true if the lock state changed.

bool

ChangeLockedState(AController* Controller, APawn* Pawn, const TArray

& Keywords, const bool bLock)

Changes the locked state based on a controller and pawn interacting with it using multiple keywords. Returns true if any of the keywords caused the lock state to change.

bool

TryKeyword(const FName& Test) const

Checks if the provided keyword matches the required keyword.

Usage & Implementation Notes

  • The component is designed to be used as a child component on interactive objects in the game.

  • It uses events (OnUnlocked and OnLocked) to notify other components or blueprints when the lock state changes.

  • The ChangeLockedState functions ensure that the lock state can only change if the provided keyword matches the required keyword, preventing unauthorized access.

22 May 2026