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