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GameState Component

UEDInteractionGameStateComponent is a server-authoritative component designed to be attached to your GameState.

Header:

  • Source/EDInteractionSystem/Public/Components/EDInteractionGameStateComponent.h

It is responsible for:

  • Loading foliage interaction configuration into a server-side lookup map
  • Replicating removed foliage instances using a FastArraySerializer
  • Spawning foliage destruction effects
  • Playing destruction/interaction sounds via multicast
  • Scheduling and executing respawn of removed foliage instances

Required setup

  1. Create/choose a GameState class (Blueprint or C++).
  2. Add the component UEDInteractionGameStateComponent.
  3. Ensure your GameMode uses that GameState.

Replicated data

The component replicates:

  • RemovedFoliageInstances (FEDRemovedFoliageInstanceList)

Clients react to replication events to remove instances locally.

Foliage interaction entry point

The main server entry point for foliage is:

  • InteractWithFoliageInstance(...)

It can either:

  • Remove the instance and spawn effects/sounds directly, or
  • Replace the instance with a spawned actor (AEDFoliageToInteractableActor) when HitPoints behavior is required.