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Docs/Atom library/Conditions (IF)

Conditions (IF)

Every condition atom — 37 gates you can drop into the IF slot of a rule.

Last updated 2026-06-06

Conditions re-evaluate every time the event fires — there's no “global” condition that runs continuously. If you need to react to a value changing, pair the condition with an event like on_variable_threshold.

📌 Note

Some conditions take the agent that triggered the event (per-player checks); others read global state. The card lists the device, params, and version range straight from the registry.

economy1

Has Enough Currency

has_enough_currency

Checks if the player has at least the specified amount of a variable-backed currency.

UEFN39.50+
economy

Parameters

NameTypeDefaultDescription
variableIdstring"player_coins"Variable
amountint100Minimum amount

enemy1

Agent is NOT a Player

agent_is_not_player

True when the agent is NOT a player — an enemy creature / NPC. Use to make a zone or event affect ONLY enemies, not players (e.g. a tower-defense base-damage zone that players can walk through without triggering).

UEFN39.50+
enemycreatureplayercastfilter

logic1

Random Chance

random_chance

Succeeds with a given percentage probability (1–100%).

UEFN39.50+
logic

Parameters

NameTypeDefaultDescription
percentageint50Chance %

phase1

Is Phase

is_phase

Checks if the current game phase matches a given phase ID (e.g. warmup, combat).

UEFN39.50+
phasegame-flow

Parameters

NameTypeDefaultDescription
phaseIdstring""Phase ID

player3

Agent is Player

agent_is_player

Casts the agent to a player. Required for actions that need a player reference (HUD, inventory, etc.).

UEFN39.50+
playercast

Player Count <=

player_count_lte

Checks if the number of players in the experience is less than or equal to a threshold.

UEFN39.50+
player

Parameters

NameTypeDefaultDescription
thresholdint2Max Players

Player Count >=

player_count_gte

Checks if the number of players in the experience is greater than or equal to a threshold.

UEFN39.50+
player

Parameters

NameTypeDefaultDescription
thresholdint2Min Players

score3

Score <=

score_lte

Checks if the player score is less than or equal to a threshold.

UEFN39.50+
score

Parameters

NameTypeDefaultDescription
thresholdint10Threshold

Score =

score_equals

Checks if the player score is exactly equal to a value.

UEFN39.50+
score

Parameters

NameTypeDefaultDescription
thresholdint10Value

Score >=

score_gte

Checks if the player score is greater than or equal to a threshold.

UEFN39.50+
score

Parameters

NameTypeDefaultDescription
thresholdint10Threshold

tags1

Near Tagged Object

check_distance_to_tag

Checks if the player is within a maximum distance of any object with the specified tag.

UEFN29.30+
tagsspatial

Parameters

NameTypeDefaultDescription
tagNametag"my_tag"Tag Name
maxDistancefloat1000Max Distance (cm)

team1

Is On Team

is_on_team

Checks if the agent is on the device's configured team. Failable expression.

UEFN39.50+
teamplayer

timer1

Is Timer Active

is_timer_active

Checks if the timer is currently running. Tracked via an internal variable.

UEFN39.50+
timer

tracker2

Is Tracker Active

is_tracker_active

Checks if the agent currently has the tracker active. Failable expression.

UEFN39.50+
tracker

Tracker Reached Target

tracker_reached_target

Checks if the agent has reached the target value of a tracker device (e.g. collected enough items).

UEFN39.50+
tracker

trade-system2

Has All Items

has_all_items

Checks if the agent has all items required by a Conditional Button device. Failable expression.

UEFN39.50+
trade-systemitem

Is Referenced Player

is_referenced_player

Checks if the agent is the player currently tracked by a Player Reference device. Failable expression.

UEFN39.50+
trade-systemreference

Parameters

NameTypeDefaultDescription
deviceTagstring""Device Tag

variable2

Compare Two Variables

compare_two_variables

Compares two player variables against each other (e.g. trade_offer + 10 <= trade_coins).

UEFN39.50+
variablelogic

Parameters

NameTypeDefaultDescription
variableIdAstring"my_var_a"Variable A
operatorselect"<="Operator
variableIdBstring"my_var_b"Variable B
offsetAint0Offset on A

Compare Variable

compare_variable

Checks a variable against a value using comparison operators (>=, <=, ==, >, <, !=).

UEFN39.50+
variablelogic

Parameters

NameTypeDefaultDescription
variableIdstring"my_var"Variable
operatorselect">="Operator
valueint0Value

zone1

Is In Zone

is_in_zone

Checks if the agent is inside a volume device (ZoneTrigger). Failable expression.

UEFN39.50+
zonemovement

other17

Inventory Has Item

inventory_has_item

True when the slot Inventory contains at least one slot holding the given item id.

UEFN39.50+

Parameters

NameTypeDefaultDescription
inventoryIdstring"inv_slot"Inventory
itemIdint1Item ID

Inventory Is Full

inventory_is_full

True when the slot Inventory has no empty slot left for a new item (every slot is occupied).

UEFN39.50+

Parameters

NameTypeDefaultDescription
inventoryIdstring"inv_slot"Inventory

Is Agent In Capture Area

is_agent_in_capture_area

Checks whether the agent is currently inside the capture area.

UEFN39.50+

Is Agent In Conversation

is_agent_in_conversation

Checks whether the agent is currently in this NPC conversation.

UEFN39.50+

Is Agent In Mutator Zone

is_agent_in_mutator_zone

Checks whether the agent is currently inside the mutator zone.

UEFN39.50+

Is Any Vehicle Inside Station

is_any_vehicle_inside

Checks whether any vehicle is currently inside the service station.

UEFN39.50+

Is Chair Occupied

is_chair_occupied

Checks if the Chair device is currently occupied by any player. Useful for musical chairs logic.

UEFN39.50+

Is Mod Box Spawned

is_mod_box_spawned

Checks whether a mod box is currently spawned at the spawner.

UEFN39.50+

Is Player Alive

is_player_alive

Checks whether the player is currently alive and active.

UEFN39.50+

Is Player Crouching

is_player_crouching

Checks whether the player is currently crouching.

UEFN39.50+

Is Player Down But Not Out

is_player_down_but_not_out

Checks whether the player is downed (knocked) but not eliminated.

UEFN39.50+

Is Player Falling

is_player_falling

Checks whether the player is currently falling.

UEFN39.50+

Is Player Health Below

is_player_health_below

Checks whether the player health is below a threshold (max 100).

UEFN39.50+

Parameters

NameTypeDefaultDescription
thresholdfloat50Health Threshold

Is Player In Air

is_player_in_air

Checks whether the player is currently airborne.

UEFN39.50+

Is Player Seated

is_seated

Checks if a specific player is currently sitting on the Chair device.

UEFN39.50+

Is Zone Owner

is_zone_owner

Passes only when the interacting player OWNS zone N (claimed via claim_zone). Use it to gate every device of a plot: machines of zone 2 only respond to the owner of zone 2. Zones are numbered from 1.

UEFN39.50+

Parameters

NameTypeDefaultDescription
zoneint1Zone number (1 = first plot)

Victim Is Referenced Player

victim_is_referenced_player

Checks if the ELIMINATED player (the victim) is the player currently tracked by a Player Reference device. Only available on events that provide the victim, e.g. On Player Eliminated By Player.

UEFN39.50+

Parameters

NameTypeDefaultDescription
deviceTagstring""Device Tag

See also