Give Item To Player
Type: Requires external gameplay system
This is a full interactable actor example that grants an item to the interacting player if your inventory system accepts it.
Header
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyLootPickupActor.generated.h"
class UArrowComponent;
class UEDInteractableComponent;
class USceneComponent;
class UStaticMeshComponent;
UCLASS()
class AMyLootPickupActor : public AActor
{
GENERATED_BODY()
public:
AMyLootPickupActor();
protected:
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> Root;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> VisualMesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> WidgetHolder;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UArrowComponent> CenterArrow;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractableComponent> InteractableComponent;
UPROPERTY(EditAnywhere, Category = "Loot")
FName ItemId = TEXT("Potion.Small");
UPROPERTY(EditAnywhere, Category = "Loot")
int32 ItemAmount = 1;
UFUNCTION()
void HandleTaken(const FEDInteractionEventContext& Context);
};
Source
#include "MyLootPickupActor.h"
#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Pawn.h"
AMyLootPickupActor::AMyLootPickupActor()
{
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
VisualMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualMesh"));
VisualMesh->SetupAttachment(Root);
VisualMesh->ComponentTags.Add(FName(TEXT("DimensionComponent")));
WidgetHolder = CreateDefaultSubobject<USceneComponent>(TEXT("WidgetHolder"));
WidgetHolder->SetupAttachment(Root);
WidgetHolder->SetRelativeLocation(FVector(0.f, 0.f, 80.f));
WidgetHolder->ComponentTags.Add(FName(TEXT("WidgetHolderComponent")));
CenterArrow = CreateDefaultSubobject<UArrowComponent>(TEXT("CenterArrow"));
CenterArrow->SetupAttachment(VisualMesh);
CenterArrow->ComponentTags.Add(FName(TEXT("CenterComponent")));
InteractableComponent = CreateDefaultSubobject<UEDInteractableComponent>(TEXT("InteractableComponent"));
}
void AMyLootPickupActor::BeginPlay()
{
Super::BeginPlay();
InteractableComponent->OnInteractionSuccessful.AddDynamic(this, &AMyLootPickupActor::HandleTaken);
}
void AMyLootPickupActor::HandleTaken(const FEDInteractionEventContext& Context)
{
APawn* InstigatorPawn = Context.Instigator ? Context.Instigator->GetPawn() : nullptr;
if (!InstigatorPawn)
{
return;
}
// Placeholder: your own inventory system. This is not part of Unreal or EDInteractionSystem.
UMyInventoryComponent* Inventory = InstigatorPawn->FindComponentByClass<UMyInventoryComponent>();
if (!Inventory)
{
return;
}
const bool bAdded = Inventory->AddItemById(ItemId, ItemAmount);
if (!bAdded)
{
return;
}
Destroy();
}
External dependency note
UMyInventoryComponent and AddItemById(...) are placeholders for your own inventory framework.
Recommended behavior
- Destroy the pickup only after the inventory confirms success.
- If the inventory is full, keep the actor alive and optionally play deny feedback.