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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 OnInteractionSuccessful as 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 OnInteractionSuccessful only 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

  • OnInteractionDamaged always fires for valid damage application.
  • The player component still runs cooldown logic and validation checks before applying damage.