02 — Quick Start¶
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One complete example: a desktop character picks up an item, throws it and opens a door. After every step you can see the result. Step-by-step exercises with explanations are in 14 — Step-by-step tutorials.
Steps¶
- Enable Edit → Plugins → InteractionSystem in a UE 5.8 project and restart the editor.
Result: InteractorComponent appears in Components → Add.
- In the character Blueprint enable Replicates and add an
InteractorComponent, attaching it to the camera. KeepUse Pawn Viewpointon: the source will use the controller's current view point.
Result: in the components window the source sits under the camera.
- Create a Blueprint from
InteractionMasterItem. AssignMesh Componenta static mesh with simple collision that responds with Block on theVisibilitychannel. Place the item in front of the camera within 300 cm.
Result: in the game a small dot appears near the item, and E appears when you aim at it.
- In your input mapping bind one action to
Request Graband another toRequest Release. To release without a throw, pass zero vectors; to throw, pass a velocity in cm/s and an angular velocity in degrees/s.
Result: after the first action the item ends up in front of the camera; the second action releases or throws it.
- For a door or a button implement
Interactionand callRequest Interactioninstead ofRequest Grab. The ready-made physics actor also has a server eventOn Interacted. A step-by-step example of a door that every player sees is lesson 2.
Result: the door reacts to the press.
E is only the initial prompt text. Change Interaction Prompt or assign a texture to Focus Icon → Sprite to match your keys. The plugin does not add keys by itself.
In plain words. Aiming is only "pointing a finger". The item gets into your hand when the server agrees: in single-player that is instant, in multiplayer it takes a server round trip.
If something does not work¶
Type InteractionOverlay in the game console. A panel appears on the right: whether the source sees an item (Focus), the state of the hand (State) and what the server answered (Last answer). The explanation is in 15 — Debug tools.
Ready-made example¶
In the Content Browser enable Show Plugin Content and open /InteractionSystem/Demo/InteractionLab/Maps/InteractionLab. Move with WASD, look with the mouse, E grabs or uses the door, F throws. The demo character creates its own Enhanced Input in code and does not change your project's settings.
In a C++ module add InteractionSystem to the dependencies; for ready-made items also InteractionSystemWorld (12).
What next¶
- Seven step-by-step lessons from the first item to network debugging — 14.
- Character with Enhanced Input, HUD prompts, doors and VR hands in Blueprint — 11.
- The same in C++, a custom grab target and the server-side manipulation functions — 12.
- How the server validates requests and why an action can be rejected — 13.
- What to know before integrating — Limitations and known issues.