Creating an Effect (Blueprint)
Effects are split into:
- Effect settings:
UEDInteractionEffect(the class you select in the component arrays) - Effect runtime:
UEDInteractionEffectInstance(spawned and ticked while the effect plays)
Recommended workflow
- Create a Blueprint class derived from
UEDInteractionEffectInstance. - Implement the event entry points:
On Start(ReceiveStart)On Tick(ReceiveTick)On Finish(ReceiveFinish)
- Create a Blueprint class derived from
UEDInteractionEffect. - Set
InstanceClassto your instance Blueprint class. - Add your effect settings class to the arrays in
UEDInteractionEffectsComponent.
Template Blueprint
The plugin adds an asset factory entry:
- ED Interaction Effect Instance Blueprint
- ED Interaction Effect Blueprint
When you create the instance blueprint, it comes with the three events already placed in the graph as a starting template.
Accessing interaction data
Inside the instance Blueprint, call:
GetEffectContext()
This returns a FEDInteractionEffectContext with:
TargetComponent,bTargetIsStaticMeshComponent,bTargetIsSkeletalMeshComponentInteractableActor,InteractableLocationInstigatorViewLocation,InstigatorViewDirectionResolvedHitLocation,ResolvedHitNormal,ResolvedHitBoneName
The hit location is resolved from the instigator view ray; if there is no component hit, the closest collision point is used as fallback.