Effects
EDInteractionSystem includes an effect pipeline you can attach to any interactable (actors and interactable foliage).
At runtime:
UEDInteractionEffectsComponentlistens toUEDInteractableComponentevents- It resolves one or more target
UPrimitiveComponents (StaticMesh or SkeletalMesh) - It spawns runtime objects of the same selected effect class (
UEDInteractionEffect) - It ticks active effects until they finish
There is now a single effect type:
UEDInteractionEffectis both the authoring class and the runtime effect object
Effects are selected by class (TSubclassOf<UEDInteractionEffect>), so you create one Blueprint or C++ class, configure it, and then pick that same class from the component arrays.