Documentation

__ Interaction System (Multiplayer-Ready)

Documentation

__ Interaction System (Multiplayer-Ready)

GETTING STARTED

1- Setup

To start using the Interact System, you'll need to add the AC_InteractionComponent to your Player and configure the parameters.

 

 

Interaction Check Distance: Maximum distance for detecting interactable objects
Interact Trace Channel: Trace channel used for interaction detection
View Mode: Camera perspective (TPS/FPS)
Interaction Check Radius: Sphere trace radius for interaction detection
TPS Offset: Starting point offset for interaction trace in third person view
Server Holding Time Tolerance: Network latency compensation for hold interactions in multiplayer

 

Then, connect "Start Interaction" and "Stop Interaction" from the AC_InteractionComponent.

INTERACTABLE ACTOR

To make an actor interactable, add the Blueprint Interface BPI_Interactable to your actor, or you can use my BP_InteractableBase as a parent class.

Checks if interaction is possible with the target object

  • Input: Instigator
  • Output: Result (bool)
    Exemple : 

Retrieves the interaction information from the target object

  • Output: Display Name, Action Text, Interaction Time
    Exemple :

Triggers the interaction with the target object

  • Input: Instigator
  • Output: Success (bool)
    Exemple : 

Called when the player starts looking at an interactable object

  • Input: Instigator, Hit Result
    Exemple with outline:

Called when the player stops looking at an interactable object

  • Input: Instigator
    Exemple with outline: 

Retrieve the distance at which a player can interact with an interactable object

  • Output: Distance

  • Description: Returns a float value representing the maximum distance from which the player can interact with this object. Useful for checking if the player is within reach before triggering interaction events.


DISPATCHER

You can use these events to update a widget or trigger other actions. You can also bind these events by passing the AC_InteractionComponent as a parameter.

Triggered when an interaction begins

  • Output: Interactable Actor, Hit Result

Triggered during hold interactions to track progress

  • Output: Progress (float)

Triggered when an interaction successfully completes

  • Output: Success (bool), Interactable Actor

Triggered when an interaction is cancelled before completion

  • Output: Success (bool), Interactable Actor

Triggered when an interaction fails

  • Output: Interactable Actor, Interaction Status

GLOSSARY

1 - Get Current Interactable

Returns the interactable object currently being targeted

  • Output: Current Interactable, IsAtValidDistance

2 - Is Interacting

Checks if the AC_InteractionComponent is currently performing an interaction

  • Output: Is Interacting (bool)