Trigger Effects Manually
Type: Plugin/Engine only
This example uses a normal actor with both UEDInteractableComponent and UEDInteractionEffectsComponent, but triggers configured effects manually from code.
Example
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyMachineActor.generated.h"
class UArrowComponent;
class UEDInteractableComponent;
class UEDInteractionEffectsComponent;
class USceneComponent;
class UStaticMeshComponent;
UCLASS()
class AMyMachineActor : public AActor
{
GENERATED_BODY()
public:
AMyMachineActor();
UFUNCTION(BlueprintCallable)
void PlayDeniedFeedbackFor(const FEDInteractionEventContext& Context);
protected:
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> Root;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> MachineMesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> WidgetHolder;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UArrowComponent> CenterArrow;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractableComponent> InteractableComponent;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractionEffectsComponent> InteractionEffectsComponent;
};
#include "MyMachineActor.h"
#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/EDInteractionEffectsComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
AMyMachineActor::AMyMachineActor()
{
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
MachineMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MachineMesh"));
MachineMesh->SetupAttachment(Root);
MachineMesh->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(MachineMesh);
CenterArrow->ComponentTags.Add(FName(TEXT("CenterComponent")));
InteractableComponent = CreateDefaultSubobject<UEDInteractableComponent>(TEXT("InteractableComponent"));
InteractionEffectsComponent = CreateDefaultSubobject<UEDInteractionEffectsComponent>(TEXT("InteractionEffectsComponent"));
}
void AMyMachineActor::PlayDeniedFeedbackFor(const FEDInteractionEventContext& Context)
{
if (!InteractionEffectsComponent)
{
return;
}
InteractionEffectsComponent->PlayConfiguredEffects(EEDInteractionEffectsEvent::InteractionDenied, Context);
}
Why this is useful
You can keep effect authoring inside the component, while deciding from code exactly when to play success, deny, or damage feedback.