SP8_InteractionComponent
Option | Description |
Collision Channel | Set your Collision Channel which interacts with a Interactable Actor or Area. On Begin/End Overlap following will happen: - If the Actor contains SP8_BPI_Interaction: SP8_OnBeginOverlap/SP8_OnEndOverlap will be called on the Overlapping Actor - If the Actor contains SP8_BPI_Interaction and SP8_BPI_Interaction_isInteractable: Actor will be Interactable/Not Interactable with the Function InteractWithClosestActor - If the Actor contains SP8_BPI_Area: AreaEntered/AreaLeft will be called. |
Collision Radius | Set the Radius of the Collision. |
Interaction Logging | Customize Logs Example: Key: Select LogType Type: Can be left empty if not needed SubType: Can be left empty if not needed (Sometimes it will be overwritten with different Values) Message: What should be printed to the Chat Box. OnlyOnDebug: If true, the Message will be only shown, if the “Interaction Logging Debug” is set to true. |
Interaction Logging Debug | If set to true, every Log of the Interaction Component will be shown in the Chat. |
Function | Callable | Description | Default Use-Case |
isActorInteractable | Server & Client | Check if the Actor is interactable. | |
getInteractableActors | Server & Client | Get all Overlapping Actors. Can still contain some Actors which are not Interactable. Key: Actor Content: Interaction Type | |
getClosestActorOfType | Server & Client | Get the closest Actor of Interaction Type. | |
getClosestActorsOfType | Server & Client | Get all overlapping Actors of Interaction Type. | |
InteractWithClosestActor | Client | Interact with the closest Actor of Interaction Type. | Could be called on Key press. For example on Key R, the Shops, Crafter, etc can be opened. |
InteractWithActor | Client | Interact with an Actor. | Could be called if the Players clicks with the Mouse on a Actor. |
getEnterredAreas | Server | Get all Enterred Areas. |
Dispatcher | Called | Description | Default Use-Case |
InteractedWithActor | Server or Client Depends if Interact with Actor RunOnServer is checked. | on Interact with Actor the Dispatcher will be fired. | Bind it inside the Player BP and check each Interaction Type. For example if it’s a Shop Actor you need to get the Shop Infos from the Actor and open the Shop Widget with all Purchasable Items. |
InteractableActorsChanged | Client | Called if a Actor starts/ends overlapping. | Could be used to show the usable Keys. |
AreaEntered | Server | Called if a Area starts overlapping | Similar to InteractedWithActor |
AreaLeft | Server | Called if a Area stops overlapping | Stop the running Function or redo the changes made from entering the Area. |
SP8_BPI_Interaction
Function | Called | Description | When is it called? |
SP8_onBeginOverlap | Client | For Customization | Called when the Player starts colliding with the Interactable Actor. -> Collision Channel |
SP8_onEndOverlap | Client | For Customization | Called when the Player stops colliding with the Interactable Actor. -> Collision Channel |
SP8_BPI_Interaction_isInteractable
Function | Called | Description | When is it called? |
SP8_getActorName | Client | Only for Logging! | On start/end Colliding. |
SP8_CanBeInteracted | Server & Client | Checks if the Actor is interactable. | When checking if the Actor is interactable. |
SP8_getInteractionType | Server & Client | Get the Interaction Type of the Actor. | On start Colliding. |
SP8_SetCanInteract | Server | Set the Actor to Interactable or not. |
SP8_BPI_Interaction_Crafter (For Crafter Component)
Function | Called | Description | When is it called? |
SP8_GetCrafterDT | Server & Client | Get the Crafter DataTable. | On Interact with Actor to open the Shop and on craft Item. |
SP8_BPI_Interaction_Currency (For Currency Component - Pick Up)
Function | Called | Description | When is it called? |
SP8_GetCurrency | Server | Get the Currency Value which can be added to the Currency. | On Interact with Actor |
SP8_RemoveCurrencyActor | Server | Remove the Actor. | On Interact with Actor |
SP8_BPI_Interaction_PickUpItem (For Inventory Component - Pick Up)
Function | Called | Description | When is it called? |
SP8_GetItemSlot | Server | Get the Item which can be added to the Inventory. | On Interact with Actor |
SP8_RemoveItemActor | Server | Remove the Actor. | On Interact with Actor |
SP8_BPI_Interaction_PlayerShop (For Player Shop Component)
Function | Called | Description | When is it called? |
SP8_SetData | Server | Set all the needed Data to the Actor. | On Create Player Shop |
SP8_closePlayerShop | Server | Close the Shop and destroy the Actor. | On Close Player Shop |
SP8_getPlayerShop | Server & Client | Get all Data of the Shop. | On Interact with Actor |
SP8_getUserKey | Server & Client | Get the Owner of the Shop. | To check if the Player owns the Shop |
SP8_getSellingItems | Server & Client | Get the Selling Items of the Shop. | On Buy Item |
SP8_setItemToSold | Server | Set an Item to sold. | On Buy Item |
SP8_BPI_Interaction_Shop (For Shop Component)
Function | Called | Description | When is it called? |
SP8_GetShop | Server & Client | Get the Shop DataTable | On Interaction and buying Items. |
SP8_BPI_Area
Function | Called | Description | When is it called? |
SP8_getAreaType | Server | Get the Area Type of the Actor. | On start/end Colliding. |
SP8_BPI_Area_Chat (For ChatComponent)
Function | Called | Description | When is it called? |
SP8_getAreaName | Server | Get the Chat Area Name. | On Enter and Leaving the Area |
SP8_BPI_Area_StatChange (For StatComponent - Change Stats)
Function | Called | Description | When is it called? |
SP8_addPlayerToStatChange | Server | Add the Player to this Area, which changes the Stats. | On Enter the Area |
SP8_removePlayerFromStatChange | Server | Removes the Player from the Area. | On Leaving the Area |
Interaction LogTypes
LogType | Description |
Info_ActorStartsOverlap | Called on Actor start colliding. |
Info_ActorEndsOverlap | Called on Actor stop colliding. |
Info_onInteract_NoActorFound | Called on Interact with Actor, if Actor could not be found or is not valid. |
Error_onInteract_notInteractable | Called on Interact with Actor, if Actor is not interactable. |
Info_AreaEntered | Called on Area start colliding. |
Info_AreaLeft | Called on Area stop colliding. |