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Networking & RPCs (Player Component)

UEDPlayerInteractionComponent is replicated and defines a set of RPCs for interaction flows.

Key RPCs

Actor interaction:

  • InteractWithActorOnServer(AActor* TargetActor, bool bEnter)

Foliage interaction:

  • InteractWithFoliageInstanceOnServer(UPrimitiveComponent* InstanceComponent, FTransform InstanceWorldTransform, bool bEnter)

HitPoints / damage loop:

  • ApplyDamageToInteractableOnServer(AActor* InteractableActor, UPrimitiveComponent* FoliageInstancedComponent, FTransform InstanceWorldTransform, bool bEnter, bool bStoppedHoldingInteractionKey, bool bStillSameActor)

Camera sync:

  • UpdateActiveCameraOnServer(UCameraComponent* Camera)

Client notifications

The component uses client RPCs and delegates to notify the owning player:

  • PlayDenyInteractionAnimationOnOwningClient(...)
  • OnInteractionOnOwningClient(...)
  • StopInteractionProgressOnOwningClient(...)

Delegates

The player component exposes many multicast delegates for Blueprints:

  • Focus changes
  • Interaction attempted / request sent
  • Interaction completed
  • Interaction denied
  • AfterDuration started/stopped
  • Damage loop started/stopped

These delegates are intended as the primary integration surface for UI and gameplay logic.

Notifier interface

If your Pawn or PlayerController implements UEDInteractionNotifier, the plugin will call:

  • Local_* events on the owning client
  • Server_* events on the server

This provides a single place to react to interactions without binding many delegates.