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.
Minimal test scene, required components, and the first successful interaction pass.
Blueprint first Blueprint WorkflowHow to assemble the plugin in Blueprint and how the standard authoring flow is structured.
Gameplay Interaction ModesMode-by-mode behavior summary for `Simple`, `Hold`, `Toggle`, `MultiHit`, and `ButtonMash`.
Reference Interactor ReferenceField reference for tracing, target selection, icon display, notifications, and foliage support.
Reference Interactable ReferenceField reference for slots, widget behavior, respawn, display metadata, and notification widgets.
Reference Slot and Settings ReferenceDetailed reference for slot fields and nested structs such as display, hold, cooldown, and feedback.
Presentation UI and FeedbackReference for prompt widgets, notification widgets, distant indicators, and anchor-based placement.
Special workflow FoliageFoliage interaction flow, data sources, proxy behavior, and common validation points.
Production Save and PersistenceBlueprint nodes and workflow for capturing and restoring interaction state across save/load cycles.
Production MultiplayerAuthority boundaries, contested interaction handling, and replication considerations.
Production Save + MultiplayerAuthority-safe persistence checklist for networked projects, including foliage proxy snapshots and restore timing.
Fixes TroubleshootingDiagnostic checks for missing focus, prompt issues, execution failures, and invalid targeting.
Input Input Device GlyphsAutomatic icon switching by controller model, glyph database setup, and Blueprint node reference.
Documentation structure
- Workflow chapters describe how to assemble and validate a working interaction setup.
- Reference chapters document component fields, nested settings, and Blueprint-callable functions.
- Support chapters cover specialized systems such as foliage, multiplayer, save-state, and debugging.