BP_Interactive

Interactive Events

Each interactive has it’s own set of events to help you react to players.

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On Interacted
Called when the player has successfully interacted. This is where you should hook in your logic.
On Interaction Failed
Called when the player has interacted, but failed due to the interactive being locked or disabled.
On Hovered Changed
Called when the player has gained or lost focus on this. This is a good place to use your highlight system or whatever effect you want to use to display the player’s focus.
On State Changed
Called when the interactives state changes.
On Interaction Start
For interactives with durations > 0, this is called at the start, with On Interacted firing at the end.
On Interaction Cancelled
Called when the player releases the button partially through the interaction.

Interactive Component Properties

The interactive component can be tweaked and modified to suit your needs. This page should serve as quick cheat sheet explaining each.

Settings

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Interactive ID
This setting will be used by the relay system, to determine which interactive it was connected to.
Interaction Text
Use this text to display in your UI.
State
The current state of the Interactive. See Interactive States.
Locked Text
Displayed text when player highlights this while it is locked. Could say “locked”, “power off”, etc…
One Shot
Determines if the interactive only be interacted once.
Looping
Should the interaction repeat itself as long as the player holds interact?
Duration
How long should it take to complete the interaction.
Interactive Mask
The type of interactive this is. See Events property Scan Filter.

Caching

https://i.gyazo.com/dbf2404304919829462b71ff3dc68da6.png
Cache Progress
Keeps the current progress of the interaction stored for later. So if you were half way through with a long interaction, when you release the button and then interact again, the progress will be still at half if this property is true.
Decay Cached Progress
if Cache Progress is true, this will return the progress to zero, at the same rate as the duration allows.

Audio

https://i.gyazo.com/c7fbaabb36922d04620e90aa8cb44e8a.png
Interaction Sound
The sound made on a successful interaction.
Interaction Failed Sound
The sound made when an interaction failed.