Interaction Engine Documentation

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

Authoring sequence

  • 1. Add the interactor to the player actor Configure the component on the pawn or character that owns the camera or trace origin and receives interaction input.
  • 2. Add the interactable to the target actor Configure target-side fields such as slots, title, description, widget behavior, and optional respawn.
  • 3. Define the slot Choose the interaction mode, fill its nested settings, and connect the result to Blueprint gameplay logic.
  • 4. Attach presentation hooks Add widget anchors, notification widgets, feedback assets, or outline settings after the core interaction path works.
  • Interaction Widget Anchor Component

    Implementation note: anchor-based placement reduces the need for large widget offsets by moving the visual origin into the actor hierarchy.

    Notification flow

    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

    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.