Overridable Functions on the Grapple Object

The Grapple Object contains some events that can be implemented to facilitate the creation of your own Grapple Sequences.

More information on these events can be found in the 'Grapple Sequence Tutorial' Object. This Graph also contains copies of the relevant nodes. 

On InitiateCalled when the Grapple Sequence has been Initiated (i.e. when it has started, regardless of whether any Participants are present). The time the Grapple Sequence was initiated is used to synchronize animation and to calculate when the Grapple Sequence should end.
On Terminate (Before)Called right before the Grapple Sequence is terminated (i.e. when it has ended, regardless of whether any Participants are present). This can be useful if you still need some references that were present during the Grapple Sequence.
On Terminate (After)Called when the Grapple Sequence has been terminated (i.e. when it has ended, regardess of whether any Participants are present). When a Grapple Sequence is Terminated, all Participants are ejected.
On Termination AuthorizedCalled by the Grapple Component when Termination is authorized. This is done using function Authorize Termination (Input).
On Construct

Called by the Grapple Component when the Grapple Object is constructed.

A Grapple Object is constructed whenever it is needed by the Grapple Component. This can be the case when initiating a Grapple Sequence, when performing a Grapple Attempt or when Executing a Grapple Object. If  variable Grapple Object is Persistent is set to true, the Grapple Object is only constructed once.

On Apply

Called after the effects from the Grapple Sequence have been applied.

  • This function can be implemented as an event and is a good place to implement functionality that needs to run whenever a Participant is entering the Grapple Sequence. 
  • This function can be overridden in combination with On Revert if you want to create a temporary state that is only activated during the Grapple Sequence.
On Revert

Called right before the effects from the Grapple Sequence are reverted.

  • This function can be implemented as an event and is a good place to implement functionality that needs to run whenever a Participant is leaving the Grapple Sequence. 
  • This function can be overridden in combination with On Apply if you want to create a temporary state that is only activated during the Grapple Sequence.
On Perform Grapple AttemptCalled when a Grapple Component executes a Grapple Attempt based on this Object.


These events have default functionality on the GrappleObject or GrappleObject_StructBased Base Classes. If they are overridden, this functionality will no longer run, unless you add a call to the parent function. 

Apply Grapple Sequence Effects

Applies the influence from the Grapple Sequence.

  • When overriding this function on a GrappleObject_StructBased subclass, it is recommended to keep a call to the parent function, as it provides some base functionality.
  • In case you are looking for a more designer-friendly way of adding functionality based on the needs of a specific Grapple Sequence, consider overriding function On Apply instead. 

Revert Grapple Sequence Effects

Reverts the influence from the Grapple Sequence.

  • When overriding this function on a GrappleObject_StructBased subclass, it is recommended to keep a call to the parent function, as it provides some base functionality.
  • In case you are looking for a more designer-friendly way of adding functionality based on the needs of a specific Grapple Sequence, consider overriding function On Revert instead. 

On Execute


Called by the Grapple Component when the Grapple Object is Executed. This method can be used instead of the 'Grapple Attempt' node on the Grapple Component, in case the user wishes give additional instructions related to this Grapple Object, rather than just performing a Grapple Attempt.

  • By default, the 'On Executed' function simply performs a Grapple Attempt based on the Grapple Object.
  • To execute a Grapple Object on the Grapple Component, use function Execute Grapple Object (Input).
On Grapple Attempt Success

Called by the Grapple Component when it has successfully performed a Grapple Attempt based on this Object.

  • By default, this function clears all Pending Grapple Attempts and initiates a Grapple Sequence with all found Participants, in addition to the Master Grapple component which is inserted as participant 0.                
On Grapple Attempt Failed

Called by the Grapple Component when a Grapple Attempt fails based on this Object.

  • It should be noted that Clients will only be notified when a Grapple Attempt fails on the server, if variable Notify if Attempt Fails on Server is set to true.


User Commands / Queued Events / Grapple Attempt

On User Command ReceivedPlease consult the section on User Commands for more information.
On Initialize Queued EventsPlease consult the section on Queued Events for more information.
Test Selection Conditions on CandidatePlease consult the section on Selection Criteria for more information.
Apply Selection CriteriaPlease consult the section on Selection Criteria for more information.