Route Behavior By Interactable Tag
Type: Plugin/Engine only
This example keeps a single actor class but routes the behavior using FEDInteractionEventContext::InteractableTag.
Example
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyTaggedInteractableActor.generated.h"
class UArrowComponent;
class UEDInteractableComponent;
class USceneComponent;
class UStaticMeshComponent;
UCLASS()
class AMyTaggedInteractableActor : public AActor
{
GENERATED_BODY()
public:
AMyTaggedInteractableActor();
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;
UFUNCTION()
void HandleInteractionSuccessful(const FEDInteractionEventContext& Context);
};
#include "MyTaggedInteractableActor.h"
#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameplayTagContainer.h"
AMyTaggedInteractableActor::AMyTaggedInteractableActor()
{
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->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 AMyTaggedInteractableActor::BeginPlay()
{
Super::BeginPlay();
InteractableComponent->OnInteractionSuccessful.AddDynamic(this, &AMyTaggedInteractableActor::HandleInteractionSuccessful);
}
void AMyTaggedInteractableActor::HandleInteractionSuccessful(const FEDInteractionEventContext& Context)
{
const FGameplayTag LootTag = FGameplayTag::RequestGameplayTag(TEXT("Interactable.Loot"), false);
const FGameplayTag DoorTag = FGameplayTag::RequestGameplayTag(TEXT("Interactable.Door"), false);
const FGameplayTag SavePointTag = FGameplayTag::RequestGameplayTag(TEXT("Interactable.SavePoint"), false);
if (LootTag.IsValid() && Context.InteractableTag.MatchesTagExact(LootTag))
{
UE_LOG(LogTemp, Log, TEXT("Handle loot behavior"));
return;
}
if (DoorTag.IsValid() && Context.InteractableTag.MatchesTagExact(DoorTag))
{
UE_LOG(LogTemp, Log, TEXT("Handle door behavior"));
return;
}
if (SavePointTag.IsValid() && Context.InteractableTag.MatchesTagExact(SavePointTag))
{
UE_LOG(LogTemp, Log, TEXT("Handle save point behavior"));
}
}
Note
This example assumes those gameplay tags exist in your project settings. The routing API itself is valid Unreal/plugin API.