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Events & Delegates

UEDInteractableComponent exposes Blueprint-assignable delegates to react to interaction outcomes.

OnInteractionDenied

Signature:

  • (const FEDInteractionEventContext& Context)

Triggered when:

  • Interaction is denied by interactable logic (deny flags)
  • Server validation fails
  • Filters reject the target

The deny reason is provided in:

  • Context.DenyReason (EEDInteractionDenyReason)

OnInteractionSuccessful

Signature:

  • (const FEDInteractionEventContext& Context)

Triggered when:

  • A non-damage interaction succeeds (Single / AfterDuration / ButtonMashing)
  • A HitPoints interaction succeeds depending on HitPointsInteractionEventTrigger (see next section)

OnInteractionDamaged

Signature:

  • (const FEDInteractionEventContext& Context, float Damage, bool bReachedZeroHP, float NewHitPoints)

Triggered when:

  • The interactable receives valid damage while configured as HitPoints.

This delegate is useful for:

  • Damage numbers
  • Playing hit reactions
  • Updating UI

OnInteractorsChanged

Signature:

  • (const FEDInteractionEventContext& Context, int32 NewInteractorsCount)

Triggered when:

  • A player registers or unregisters as an interactor (co-op interactions).

Use this to:

  • Update UI (“2/3 players”)
  • Gate puzzle interactions based on player count