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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 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:

  • UEDInteractionEffect is 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.