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 clientServer_*events on the server
This provides a single place to react to interactions without binding many delegates.