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Effects

EDInteractionSystem includes an effect pipeline you can attach to any interactable (actors and interactable foliage).

At runtime:

  • UEDInteractionEffectsComponent listens to UEDInteractableComponent events
  • It resolves a target UPrimitiveComponent (StaticMesh or SkeletalMesh)
  • It spawns and ticks effect instances (UEDInteractionEffectInstance)

Effects are selected by class (TSubclassOf<UEDInteractionEffect>), so you can create Blueprint or C++ effect classes and pick them from a dropdown.