Usage Examples
This section contains practical, scenario-driven examples for EDInteractionSystem.
The goal is not only to show the extra gameplay logic, but also a believable actor setup that matches how the plugin expects interactables to be assembled.
What these examples validate
All examples in this section were reviewed against the public plugin API:
UEDInteractableComponentUEDInteractionEffectsComponentFEDInteractionEventContextIEDInteractionNotifier
Whenever an example calls something outside Unreal Engine or this plugin, it is marked explicitly.
Shared actor setup pattern
Most actor examples follow the same structure:
USceneComponentas rootUStaticMeshComponentfor visualsUSceneComponenttaggedWidgetHolderComponentUArrowComponenttaggedCenterComponent- a scene component tagged
DimensionComponentfor focus/trace bounds UEDInteractableComponentattached to the actor
Those tags matter because UEDInteractableComponent::InitializeInteractableActor() looks them up automatically when bAutoInitialize is enabled.
Important Unreal note
If you bind with AddDynamic(...), the target handler must be declared as UFUNCTION().
Example labels
- Plugin/Engine only: works with Unreal + EDInteractionSystem.
- Requires external gameplay system: needs your own inventory, GAS, quest, economy, progression, or similar framework.
Available examples
- Basic Interactable Actor
- Give Item To Player
- Apply Damage To Interactor
- Open Door Or Toggle State
- Grant Gameplay Ability Or Effect
- Start Quest Or Dialogue
- Route Behavior By Interactable Tag
- React From Player With Notifier
- Trigger Effects Manually
- Damage-Based Resource Node
- Lock Or Reconfigure Interactable
- Consumable Interactable Pattern
- Special Condition Validation
Placeholder policy
Calls such as:
Inventory->AddItemById(...)QuestSubsystem->StartQuestForActor(...)TryConsumeOnPlayer(...)- custom XP / currency / crafting / reward methods
are intentionally placeholders for project-specific systems.
EDInteractionSystem provides:
- interaction detection
- validation flow
- focus/UI updates
- interaction event dispatch
- effect playback
EDInteractionSystem does not provide:
- a generic inventory system
- a quest/dialogue framework
- your GAS ownership or grant policy
- economy/shop logic
- project-specific progression rules