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InteractionSystem

🇬🇧 English | 🇺🇦 Українська

One shared interaction model for desktop, mobile and VR: ray-based selection, server-authoritative grabbing and local feedback.

Version 1.0, Unreal Engine 5.8.

Quick start

  1. Enable Edit → Plugins → InteractionSystem in a UE 5.8 project and restart the editor.
  2. Add an InteractorComponent to a replicated pawn and attach it to the camera. For desktop keep Use Pawn Viewpoint on; for VR add one component per hand and turn this option off.
  3. Create a Blueprint from InteractionMasterItem, assign a mesh with collision that blocks Visibility, and place it within 300 cm of the player.
  4. Bind one key to Request Grab and another to Request Release with velocities in cm/s and degrees/s. For doors use Request Interaction and implement Interaction.
  5. Press Play: a marker appears near the item, an E prompt appears when you aim at it, and after you press the key the item ends up in your hand.
  6. If something does not work, type InteractionOverlay in the console: the panel shows focus, hand state and the server's answer (15).

A ready-made example is the map /InteractionSystem/Demo/InteractionLab/Maps/InteractionLab: WASD and mouse to move, E to grab or open the door, F to throw. More detail in 02 — Quick Start.

How to read this documentation

You are… Start with
Building item interaction for the first time 01 — Introduction → 02 — Quick Start → 14 — Step-by-step tutorials; unfamiliar words are in the glossary
Working in Blueprint only 11 — Blueprint integration
Writing C++ 12 — C++ integration and the API reference
Building multiplayer or VR 04 — Multiplayer and VR, 08 — VR manipulation, 13 — Network model
Looking for the cause of a problem 15 — Debug tools and the FAQ

Contents

Reference