Interaction Engine Documentation

Documentation hub

Technical reference for Interaction Engine.

This section covers the runtime workflow, component setup, interaction modes, and configurable fields exposed by the plugin. The focus is practical: what each system does, how to configure it, and where to look when behavior needs adjustment.

Suggested reading path: read Getting Started to validate a minimal scene, then Blueprint Workflow for the standard setup path. Use the reference chapters when you need field-level detail for the interactor, interactable, or slots.
Start here Getting Started

Minimal test scene, required components, and the first successful interaction pass.

Blueprint first Blueprint Workflow

How to assemble the plugin in Blueprint and how the standard authoring flow is structured.

Gameplay Interaction Modes

Mode-by-mode behavior summary for `Simple`, `Hold`, `Toggle`, `MultiHit`, and `ButtonMash`.

Reference Interactor Reference

Field reference for tracing, target selection, icon display, notifications, and foliage support.

Reference Interactable Reference

Field reference for slots, widget behavior, respawn, display metadata, and notification widgets.

Reference Slot and Settings Reference

Detailed reference for slot fields and nested structs such as display, hold, cooldown, and feedback.

Presentation UI and Feedback

Reference for prompt widgets, notification widgets, distant indicators, and anchor-based placement.

Special workflow Foliage

Foliage interaction flow, data sources, proxy behavior, and common validation points.

Production Save and Persistence

Blueprint nodes and workflow for capturing and restoring interaction state across save/load cycles.

Production Multiplayer

Authority boundaries, contested interaction handling, and replication considerations.

Production Save + Multiplayer

Authority-safe persistence checklist for networked projects, including foliage proxy snapshots and restore timing.

Fixes Troubleshooting

Diagnostic checks for missing focus, prompt issues, execution failures, and invalid targeting.

Input Input Device Glyphs

Automatic icon switching by controller model, glyph database setup, and Blueprint node reference.

Documentation structure