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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.

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