Player Interaction Manager
Class Reference: BP_BUIS_IntereactionManager
Last updated
Class Reference: BP_BUIS_IntereactionManager
Last updated
This should go onto the player character, this component interfaces with the Interaction Component making interaction possible in both singleplayer and multiplayer environments.
This component is meant to either be used as is, or be subclassed and overriding a few set of functions to allow for custom functionality.
Note: This doesn't handle the trigger effect, but handles the way that the player interacts with the object.
This component comes preconfigured with an instant and timed based interaction.
Instant: Instantly Interacts with the Actor
Timed: Interacts with the Actor after a certain amount of time, releasing the before the interaction has triggered will cancel the interaction attempt
Note: You will need to subclass this component and override the GetTraceLocation
function and set the start trace location as well as the end trace location to make sure that the Sphere and Line trace trace mode types works correctly.
Execute Custom Interaction Event: Override this function to create your own player interaction type.
Custom Release: Override this function to create your own release behavior.
Custom Cancel: Override this function to create your own custom interaction cancel behavior.
Custom Trace: Override this to create your own trace behavior for detecting and interacting with actors.
Do Interact: Call this function to interact with the currently detected interactable.
Release Interaction: Call this function to release the interaction.
Cancel Interaction: Call this function to Cancel the interaction.
Detect Interactable: Call this function to try and detect an interactable.
Get Detected Interactable: Returns the current detected interactable.
Get Trace Location: This will return the start and end trace location vectors.
Set Actors to Ignore: Sets the actors which should be ignored by the Interactable Detection functions.
Is Interaction Active: Returns True if an Interaction Event has been started.
Is same Interaction Component: Returns True if the input parameters interaction component is the same as the currently detected one.
Execute Timed Event: Will execute a timed interaction event, this will also update the On Event Progress Update every tick. Note that this will trigger the interactable when the timed event finishes.
Cancel Timed Event: This will cancel and reset the timed event.
Reset Timed Event: Will reset the timed event. Note that this will not cancel the timed event but reset it and stop the timer.
Bindable Events lets your character pawn be able to react to the different interaction event.
On Target Interactable Found: Executed upon finding an Interactable with Detect Interactable
On Target Interactable Lost: Executed when found interactable has been lost.
On Target interaction Started: Executed upon starting an interaction.
On Target Interaction Triggered: Executed upon triggering an interaction.
On Target Interaction Cancelled: Executed upon cancelling an active interaction.
On Target Interaction Released: Executed upon releasing an active Interaction.
On Target Interactable Highlighted: Executed Upon finding an Executable.
On Event Progress Update: Executed upon through timed events. (By default)
On Timed Event Started: Executed upon starting a Timed Event.
On Timed Event Ended: Executed Upon Ending/Resetting a Timed Event.
Trace Type: Set the Trace type to use; Lines Trace, Sphere Trace or Custom Trace.
Trace Channel: Object Channel to Trace against.
Trace Complex: Determine if you want to use simple collision traces or complex collision traces.
Sphere Trace Radius: The Radius of the sphere trace mode.
Draw Debug Type: Trace Debug Type
Trace Color: The color of the non-hit trace.
Trace Hit Color: The color of the hit trace.
Draw Time: Draw time of the Trace Debug Draw Type.