add blueprints
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# BPC_UsableWorldObjectSystem — Usable World Object System
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**Parent Class:** `ActorComponent`
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**Category:** Interaction
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**Target UE Version:** 5.5–5.7
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**Build Phase:** 2 — Interaction
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## 1. Overview
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`BPC_UsableWorldObjectSystem` powers generic usable objects in the world — switches, buttons, valves, terminals, readable notes, audio logs. Provides a unified interaction interface for any object the player can "use" via the InteractionDetector.
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## 2. Enums
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### `E_UsableObjectType`
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| Value | Description |
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|-------|-------------|
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| `Switch` | Toggleable switch |
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| `Button` | Pressable button |
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| `Valve` | Rotatable valve |
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| `Terminal` | Interactive screen |
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| `Readable` | Note/book |
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| `AudioLog` | Audio playback device |
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| `Generic` | Custom interaction |
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## 3. Variables
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| Variable | Type | Description |
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|----------|------|-------------|
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| `ObjectType` | `E_UsableObjectType` | Type of usable object |
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| `InteractionData` | `DA_InteractionData*` | Interaction definition |
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| `bIsActive` | `bool` | Object enabled |
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| `bSingleUse` | `bool` | Can only be used once |
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| `bHasBeenUsed` | `bool` | Tracked if single-use |
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| `CooldownSeconds` | `float` | Reuse cooldown |
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## 4. Functions
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| Function | Description |
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|----------|-------------|
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| `OnUse` | Executes interaction logic |
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| `SetEnabled` | Enable/disable object |
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| `ResetObject` | Return to initial state |
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## 5. Event Dispatchers
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| Dispatcher | Payload | Description |
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|------------|---------|-------------|
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| `OnObjectUsed` | `AActor* User` | Object successfully used |
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| `OnObjectStateChanged` | `bool bIsActive` | State toggled |
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## 6. Dependencies
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| System | Relationship |
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|--------|--------------|
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| `BPC_InteractionDetector` | Focus and interaction routing |
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| `DA_InteractionData` | Data-driven interaction config |
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## 7. Reuse Notes
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- Generic base for all "press E to use" world objects
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- Can be subclassed for specialized behavior
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