HitPoints Event Trigger
HitPoints interactions can behave in two different “event semantics” depending on what the developer wants.
Configuration:
FEDInteractionInfo::HitPointsInteractionEventTrigger
This field is only relevant when:
FEDInteractionInfo::InteractionMethod == EEDInteractionMethod::HitPoints
On Pressed (E)
Meaning:
- Fire
OnInteractionSuccessfulas soon as the player presses Interact and the server validates the target (before HP reaches 0).
Use when:
- “Press E to start damaging” should count as “interaction started”
- You want to unlock something immediately on first press
- You want a consistent “interaction event” across all interaction methods
On Completed (HP ≤ 0)
Meaning:
- Fire
OnInteractionSuccessfulonly when HP reaches 0 on the server.
Use when:
- HitPoints represent a “break/finish” state (e.g., breakable object)
- You only want to grant rewards when the object is fully destroyed
Notes
OnInteractionDamagedalways fires for valid damage application.- The player component still runs cooldown logic and validation checks before applying damage.