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Server Validation Modes

Server validation is controlled by:

  • UEDInteractionSettings::ServerInteractionValidationType
  • EEDInteractionServerValidationType

The server applies validation inside UEDPlayerInteractionComponent when processing interaction requests.

What “validation” means in this plugin

Depending on the mode, the server can require some combination of:

  • General policy checks (deny interaction flags, cooldown rules, special conditions, etc.)
  • Distance tolerance checks (player must be close enough)
  • Line-of-sight checks (view ray from camera/pawn to target is not blocked)
  • Direct trace verification (server must be able to trace-hit the same target)

Validation is applied both for:

  • Actor targets (TraceValidationActor)
  • Foliage instances (TraceValidationFoliage)

Modes

General Validation

Validates without distance, line-of-sight, or direct-trace requirements.

Use when:

  • You trust clients (e.g. offline/singleplayer)
  • You want maximum permissiveness for “interaction volumes”

General + Distance

Adds distance tolerance checks.

Use when:

  • You want clients to be physically close to interactables
  • You do not care about line-of-sight

General + Line Of Sight

Requires the server to have a valid line of sight to the interactable.

Notes:

  • If LoS is blocked, the plugin can fall back to direct trace validation depending on the interactable's trace method.
  • In Top-Down mode, LoS failures may deny the interaction without fallback.

General + Distance + Line Of Sight

Requires both:

  • LoS (with fallback when allowed)
  • Distance tolerance checks

This is the strictest “realistic” validation policy.

General + Direct Trace

Requires the server to confirm the target using a direct trace hit.

Use when:

  • You want “crosshair must be on target” semantics
  • You want a deterministic check that does not rely on LoS dimensions

General + Direct Trace + Distance

Requires:

  • Direct trace validation
  • Distance tolerance checks

Use when:

  • You want both “aim at it” and “be close enough”

How to choose a policy

  • Competitive multiplayer: start with General + Distance + Line Of Sight or General + Direct Trace + Distance.
  • Co-op / PvE: General + Distance + Line Of Sight is usually enough.
  • Singleplayer: General Validation or General + Distance.