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UE5-Modular-Game-Framework/docs/blueprints/03-interaction/InteractionAssets_All.asset.md
Lefteris Notas 3ca87a7893 Add asset creation sheets for various systems and UI components
- Created Save/Load & Death Loop asset sheet detailing checkpoint, death handling, and respawn systems.
- Added UI widget creation sheets for pause menu, settings menu, inventory, journal viewer, objective display, notification toast, screen effect controller, accessibility UI, diegetic HUD frame, menu flow controller, and credits screen.
- Implemented HUD controller and interaction prompt display assets with detailed wiring instructions.
- Established narrative systems asset sheet including components for narrative state, objectives, dialogue playback, and branching consequences.
- Developed weapons, AI, and adaptive systems asset creation sheet outlining weapon base, enemy AI components, and adaptive gameplay mechanics.
- Compiled meta, settings, and polish asset creation sheet covering progress tracking, achievement systems, accessibility settings, and various polish components.
- Defined input actions and mapping contexts for enhanced input system, including gameplay actions and context priorities.
- Created state management assets including enums, structs, data asset, and state manager component for action gating and state transitions.
2026-05-20 15:34:06 +03:00

3.6 KiB

Interaction Systems — Asset Creation Sheet (8 assets)

UE5 Path: Content/Framework/Interaction/


BPC_InteractionDetector (Component)

Parent: ActorComponent → Attach to player pawn

Variable Type Default
InteractionRange Float 300.0
InteractionChannel TraceChannel Visibility
HoldDuration Float 0.5
CurrentFocusedActor Actor None

Key Logic:

Tick → LineTraceByChannel(Camera Forward * Range)
  ├─ Hit actor implements I_Interactable?
  │   True → if different from CurrentFocused → Call OnFocusBegin on new, OnFocusEnd on old
  │   False → Clear focus
  ├─ If holding interact → accumulate hold timer
  │   Timer >= HoldDuration → trigger OnInteract
  └─ Fire dispatchers: OnFocusBegin, OnFocusEnd, OnHoldProgress

Dispatchers: OnInteractionDetected(Actor, PromptText), OnFocusLost, OnHoldProgress(Float)


I_HidingSpot (Interface)

Create: Right-click → Blueprint → Blueprint Interface → Name: I_HidingSpot

Function Inputs Outputs
CanPlayerHide Player (Actor) Boolean, BlockReason (Text)
OnPlayerEnter Player (Actor)
OnPlayerExit Player (Actor)
GetEntryTransform Transform
GetPeekTransforms Array<Transform>
IsOccupied Boolean
GetHidingSpotType GameplayTag

BPC_DiegeticDisplay (Component)

Parent: ActorComponent → Attach to wristwatch/helmet actor

Variable Type Default
DisplayWidgetClass WBP_DiegeticHUDFrame Assign
RenderTarget TextureRenderTarget2D 512x512
bIsActive Boolean false

BP_DoorActor (Actor)

Parent: Actor → Add StaticMesh (door frame) + StaticMesh (door panel)

Variable Type Default
DoorState GameplayTag Framework.Interaction.Door.Closed
bIsLocked Boolean false
RequiredKeyTag GameplayTag Empty
OpenAngle Float 90.0
OpenSpeed Float 3.0

Implements: I_Interactable, I_Lockable, I_Toggleable, I_Persistable


BP_PuzzleDeviceActor (Actor)

Parent: Actor → Base class for all puzzle devices

Variable Type Default
PuzzleData DA_PuzzleData Assign
CurrentStep Integer 0
bIsSolved Boolean false
ActivationSequence Array<Actor> Linked devices

BPC_ContextualTraversalSystem (Component)

Attach to: Player pawn — works with GASP Motion Warping

Variable Type Default
TraversalTraceDistance Float 200.0
VaultHeight Float 120.0
MantleHeight Float 200.0

BPC_PhysicsDragSystem (Component)

Attach to: Player pawn

Variable Type Default
DragForce Float 500.0
HoldDistance Float 200.0
HeldActor Actor None

BPC_UsableWorldObjectSystem (Component)

Attach to: Player pawn

Variable Type Default
CurrentUsable Actor None
bIsUsing Boolean false

Test These

  • Walk up to door → prompt "Open Door [E]" → press E → door opens
  • Locked door → prompt "Locked — Requires Key Card" → can't open
  • Run toward low wall → auto-vault (ContextualTraversal)
  • Grab physics object → drags in front of player → release throws