Systems / Interaction
Interaction System
Add one component to your character and one to anything in the world. The player looks at it, sees what the key does, and taps or holds to use it.
Watch it work
Fifty seconds in the showcase scene: prompts, a locked chest, a key, holding to gather. No sound.
The courtyard is a showcase and is not included; the product ships its own demo map.
What it does
Look-at detection
A small sphere is swept from the character's eyes 20 times a second. Reach, radius and rate are settings. First and third person, any pawn.
A prompt that reads the player's keys
Key, verb and target name ("E · Open · Wooden Door"). The key comes from your input mapping, so rebinding updates the prompt.
Tap and hold
Holds show a progress ring and cancel when the key is released or the player looks away.
Locked targets say why
The prompt greys out and shows the reason, such as "Locked. You need the Iron Key." Unlock it while looking and the prompt updates at once.
No base class
Use the component, or implement the interface on any actor. Owner events for interacted, focused and unfocused.
Stands alone
Delete the Demo and Art folders and the system still compiles and works. Tested in a clean project.
Quick start
Give the character an interactor
Add AC_Interactor to your character and call Start Interact and Stop Interact from your Interact action.
Make something interactable
Add AC_Interactable to an actor, fill in Prompt and Verb, add BPI_InteractableOwner and implement On Interacted.
Show the prompt
Create WBP_InteractionPrompt, give it your interactor and input assets, and add it to the viewport.
What it does not do
- Multiplayer: nothing is replicated.
- UE 5.4 to 5.7 are not tested yet.
- Look-at only: no proximity or top-down mode, no priority between overlapping targets.
- Keyboard and mouse glyphs only; gamepad is not included or tested.
The screenshots' courtyard scene is a showcase and is not included. The product ships its own demo map.