Effects API
UEDInteractionEffectsComponent
Attach this component to an actor that also has UEDInteractableComponent.
Key properties:
TargetMode/TargetComponentTag/SpecificTargetComponent: decides whichUPrimitiveComponentreceives the effect.ViewTraceDistance: distance used to resolve a hit location from the instigator view.Effects_OnInteractionSuccessful: played for successful interactions that do not destroy.Effects_OnDamagedNotDestroyed: played on HitPoints damage ticks while HP > 0.Effects_OnInteractionDenied: played when interaction is denied.
UEDInteractionEffect (settings)
Selected by class in the arrays above.
Key properties:
Channel: used to group effects (for example to stop previous transform effects).bStopPreviousInSameChannel: if true, stops previous active effects on the same channel on the same component.bRunOnDedicatedServer: if true, the effect can run on dedicated servers.InstanceClass: runtime class spawned for this effect.
UEDInteractionEffectInstance (runtime)
Instances are spawned and ticked while active.
Entry points:
OnStart/OnTick/OnFinish(native/override path)On Start/On Tick/On Finish(Blueprint events:ReceiveStart,ReceiveTick,ReceiveFinish)
Utility:
GetEffectContext(): returns the resolved context dataFinish(): ends the effect instance
FEDInteractionEffectContext
Common fields:
InteractionContext: original interaction context (tag, instigator, interactable actor)InteractableActor,InteractableLocationTargetComponent,TargetComponentLocationbTargetIsStaticMeshComponent,bTargetIsSkeletalMeshComponentInstigatorViewLocation,InstigatorViewDirection
Hit fields:
bHasResolvedHitLocationResolvedHitLocation,ResolvedHitNormal,ResolvedHitBoneNamebHasDirectHit,DirectHitLocation,DirectHitNormal
Resolution logic:
- Trace from view location along view direction and test against the target component.
- If no component hit, use closest point on collision as fallback.
- If collision data is unavailable, the component bounds origin is used.