Start Quest Or Dialogue
Type: Requires external gameplay system
This example uses a complete quest-board actor and routes the interaction into your own quest or dialogue framework.
Example
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyQuestBoardActor.generated.h"
class UArrowComponent;
class UEDInteractableComponent;
class USceneComponent;
class UStaticMeshComponent;
UCLASS()
class AMyQuestBoardActor : public AActor
{
GENERATED_BODY()
public:
AMyQuestBoardActor();
protected:
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> Root;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> BoardMesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> WidgetHolder;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UArrowComponent> CenterArrow;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractableComponent> InteractableComponent;
UPROPERTY(EditAnywhere, Category = "Quest")
FName QuestId = TEXT("Quest.Main.Intro");
UFUNCTION()
void HandleInteractionSuccessful(const FEDInteractionEventContext& Context);
};
#include "MyQuestBoardActor.h"
#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Pawn.h"
AMyQuestBoardActor::AMyQuestBoardActor()
{
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
BoardMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("BoardMesh"));
BoardMesh->SetupAttachment(Root);
BoardMesh->ComponentTags.Add(FName(TEXT("DimensionComponent")));
WidgetHolder = CreateDefaultSubobject<USceneComponent>(TEXT("WidgetHolder"));
WidgetHolder->SetupAttachment(Root);
WidgetHolder->SetRelativeLocation(FVector(0.f, 0.f, 100.f));
WidgetHolder->ComponentTags.Add(FName(TEXT("WidgetHolderComponent")));
CenterArrow = CreateDefaultSubobject<UArrowComponent>(TEXT("CenterArrow"));
CenterArrow->SetupAttachment(BoardMesh);
CenterArrow->ComponentTags.Add(FName(TEXT("CenterComponent")));
InteractableComponent = CreateDefaultSubobject<UEDInteractableComponent>(TEXT("InteractableComponent"));
}
void AMyQuestBoardActor::BeginPlay()
{
Super::BeginPlay();
InteractableComponent->OnInteractionSuccessful.AddDynamic(this, &AMyQuestBoardActor::HandleInteractionSuccessful);
}
void AMyQuestBoardActor::HandleInteractionSuccessful(const FEDInteractionEventContext& Context)
{
APawn* InstigatorPawn = Context.Instigator ? Context.Instigator->GetPawn() : nullptr;
if (!InstigatorPawn)
{
return;
}
// Placeholder: replace with your own quest/dialogue subsystem.
UMyQuestSubsystem* QuestSubsystem = GetGameInstance()->GetSubsystem<UMyQuestSubsystem>();
if (!QuestSubsystem)
{
return;
}
QuestSubsystem->StartQuestForActor(QuestId, InstigatorPawn);
}
External dependency note
Quest and dialogue logic are not part of EDInteractionSystem. The plugin only provides the validated interaction trigger and context.