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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)
  1. Create a Blueprint class derived from UEDInteractionEffectInstance.
  2. Implement the event entry points:
    • On Start (ReceiveStart)
    • On Tick (ReceiveTick)
    • On Finish (ReceiveFinish)
  3. Create a Blueprint class derived from UEDInteractionEffect.
  4. Set InstanceClass to your instance Blueprint class.
  5. 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, bTargetIsSkeletalMeshComponent
  • InteractableActor, InteractableLocation
  • InstigatorViewLocation, InstigatorViewDirection
  • ResolvedHitLocation, 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.