Blueprint API Reference
This section lists the primary Blueprint integration points intended for game developers.
UEDPlayerInteractionComponent (PlayerController component)
Primary gameplay entry point:
Interact(bool bEntering)
Focus queries:
GetFocusedActor()GetIsFocusingFoliageInstance()GetFocusedInteractableTag()GetFocusedLocation()
Filtering:
IsInteractableTagWhitelisted(InteractableTag)IsInteractableTagAllowed(InteractableTag)AddInteractableTagToWhitelist(...)RemoveInteractableTagFromWhitelist(...)ClearInteractableIDWhitelist()AddInteractableTagToBlacklist(...)RemoveInteractableTagFromBlacklist(...)ClearInteractableIDBlacklist()
Ignore list:
IgnoreActor(Actor)UnignoreActor(Actor)ClearIgnoredActors()
Server toggles:
SetDenyAllInteractionsServer(bool bDeny)(Authority only)SetDenyFoliageInteractionsServer(bool bDeny)(Authority only)ClearServerCooldownForInteractableTag(Tag)(Authority only)
Co-op registration:
ServerRegisterInteractor(TargetActor)ServerUnregisterInteractor(TargetActor)
Local delegates (BlueprintAssignable):
- Focus and attempt lifecycle:
Local_OnFocusChanged,Local_OnInteractionAttempted,Local_OnInteractionRequestSent - Success lifecycle:
Local_OnInteraction,Local_OnInteractionCompleted,Local_NotifyOnInteractionSignature - Deny & progress:
Local_OnInteractionDenied,Local_OnInteractAfterDurationStarted,Local_OnInteractAfterDurationStopped - Damage loop:
Local_DamagingLoopStartedOrStopped
UEDInteractableComponent (Actor component)
Settings:
InteractableTagFocusSettingsInteractionSettingsWidgetSettingsOutlineSettingsInteractionFragments
Server-only mutators:
SetDenyInteractionServer(bool bDeny)SetCooldownSecondsServer(float CooldownSeconds)SetCooldownSharedByInteractableTagServer(bool bSharedByTag)
Fragment access:
GetFragmentByClass(FragmentClass)
Delegates:
OnInteractionDeniedOnInteractionSuccessfulOnInteractionDamagedOnInteractorsChanged
UEDInteractionLib (BlueprintFunctionLibrary)
Instance helpers:
GetInstanceLocation(...)GetInstanceIndexAtLocation(...)RemoveInstanceByHitItem(...)GetInteractableFoliageDataByStaticMesh(...)
Focus / scoring helpers:
ComputeLookAtPercentage(...)ProcessInteractionTarget(...)
Validation helpers:
IsViewOnActorBlocked(...)IsViewOnFoliageInstanceBlocked(...)
UEDInteractionWidget
Widget “master” methods:
SetInteractionPercentMaster(Percent)UpdateUIInteractionInfoMaster(Method, WidgetInfo)UpdateHitPointsMaster(Current, Max, bUpdate)UpdateCooldownInfoMaster(Remaining, Total, Percent)
Events:
PlayShowAnimationMaster()PlayDenyAnimation()OnInteractionDenied(...)OnInteractionCompleted(...)OnInteractAfterDurationStarted(...)OnInteractAfterDurationStopped(...)