Blueprint workflow
Blueprint authoring workflow.
This chapter covers the standard Blueprint setup path: where the interactor lives, where the interactable lives, how slots are authored, and how UI hooks connect.
Primary runtime roles
Interactor Componentlives on the player-side actor and handles tracing, focus selection, and interaction dispatch.Interactable Componentlives on the target actor and exposes slots, display metadata, widget behavior, and runtime state.Slotsdefine the actionable operation, including interaction type, conditions, cooldown, and feedback.
Authoring sequence
Interaction Widget Anchor Component
- Add this component to the target actor when prompt widgets or distant indicators should resolve from a specific point instead of the actor origin.
- Typical cases include door handles, levers, keypads, machine screens, sockets, and other non-central attachment points.
- When present, projected widgets and distant indicators use the anchor automatically.
Implementation note: anchor-based placement reduces the need for large widget offsets by moving the visual origin into the actor hierarchy.
Notification flow
- Use
NotifyInteractororNotifyInteractorMessageon the target side when an interaction result should be surfaced through UI. - Bind the player UI to
OnInteractionNotificationReceivedon the interactor component to receive those payloads. - Assign
NotificationWidgetClasson the interactable when a specific widget class should be spawned for that target's notifications.
Responsibility split: the interactable emits the result payload and the UI layer decides how that payload is presented.
Common Blueprint tasks
| Concern | Where to look |
|---|---|
| Set up a basic actor interaction. | Getting Started |
| Choose the correct slot behavior. | Interaction Modes |
| Configure prompt widgets, anchors, or notifications. | UI and Feedback |
| Inspect player-side tracing and selection fields. | Interactor Reference |
| Inspect target-side fields and slot data. | Interactable Reference and Slot and Settings Reference |
| Author resource gathering or foliage-based interaction. | Foliage |
Recommended chapter usage
- Use Interaction Modes when selecting the slot behavior type.
- Use Interactor Reference for tracing, target selection, icon display, and notification routing fields.
- Use Interactable Reference and Slot and Settings Reference for target-side authoring fields.
When to move to C++
Move into C++ only when the project needs interaction behavior that is not covered by the exposed Blueprint API or when runtime extension points must be implemented directly inside the plugin.