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  • Interaction Interfaces
  • Interactable Options Interface
  • Interaction Point Override

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  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Interactions

Advanced Features

Last updated 4 months ago

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Support for Interactions will be ending soon. This system will remain usable for a while but MSquared advises that you implement your own system to avoid any disruption once support ends.

Interaction Interfaces

The basic functionality of the Interactable Component and the way other systems interact with it, can be modified using additional BP Interfaces that can be implemented on your interactable BPs.

Add the interface in the BP's Class Settings

Functions available for implementation

Interactable Options Interface

Adding an M2 Interactable Options Interface to your object allows fine-tuning specific interaction behaviours through various optional interface functions, explained below.

Should Single Option Bypass Menu By default, if there is only one interaction option on an interactable, it will instantly trigger this option instead of opening the list when interacted with. This function allows overriding this functionality on a per-option basis. Example use: an object where you always want a prompt before confirmation, ie. a vending machine with a varying amount of options.

Should Close Menu on Option Select By default, the interaction list will stay on-screen after selecting an option.

This function allows overriding this functionality on a per-option basis.

Get No Options Available Text Allows displaying prompt text when there are no interaction options available.

Get Interaction Option Display Details Allows dynamically specifying the display name for individual options without changing them

Get Interaction Enabled State Allows dynamically making interaction options disabled/hidden, optionally using the provided Interaction Instigator. Example use: locking or hiding a certain interactable/option from unauthorized players

Interaction Point Override

When using Approachability to click on interactables and automatically navigate to and interact with them, the location the character walks to is picked based on physics traces and pathfinding around the interactable. With BPI Interaction Point Override, we can manually specify where the character should navigate to in order to interact with our object.

This can for example be used to make a character always approach an interactable the same way or make an object interactable from anywhere, incl. beyond interaction range (ie. Screen focus).

Get Interaction Point Tells Approachability Movement where to navigate the character to interact with this object. Player Character is the character trying to navigate. Interaction Point is our location override. When set to the character's current location, the character won't move but will interact on the spot. Success can be set to true to apply the location override, or false to revert to the default behavior