Interaction Reference
Use reference pages when you need exact names, behavior, or API details.
This page currently lists the main runtime symbols that exist in the early Interaction implementation. Detailed function/property reference will be expanded as the public API stabilizes.
Runtime Symbols
Section titled “Runtime Symbols”UInteractorComponent
Section titled “UInteractorComponent”Represents the capability to initiate an interaction.
This component usually lives on a player character, pawn, controller-owned actor, AI actor, or other gameplay object that needs to request interactions.
Current role:
- provide the interaction entry point
- discover or receive potential targets
- track the current target where appropriate
- request interaction from the target
- coordinate prompt-facing presentation data
- clear or replace stale targets safely
In practice: add this to the thing that should be able to interact.
UInteractableComponent
Section titled “UInteractableComponent”Adds reusable interaction-facing behavior and configuration to a world actor.
Current role:
- store interaction display text
- track whether interaction is enabled
- expose generic prompt metadata
- provide reusable focus/unfocus behavior
- avoid duplicating common interaction setup across every actor
In practice: add this to the thing that should be interactable when the reusable component behavior is enough.
IInteractable
Section titled “IInteractable”Defines the contract an actor fulfills when it can receive an interaction request.
The caller does not need to know whether the target is a door, NPC, resource node, switch, pickup, crafting station, or project-specific actor. It only needs to know that the target can receive the interaction request.
In practice: implement this when your actor needs custom interaction behavior or cannot rely only on the reusable component path.
AInteractableActor
Section titled “AInteractableActor”Provides a generic example actor that demonstrates the component/interface pattern.
This is useful as a reference implementation. It should not be treated as a required superclass for every interactable object in your project.
In practice: learn from it, subclass it when convenient, but do not rebuild your actor hierarchy around it unless that actually fits your project.
LogInteractionSystem
Section titled “LogInteractionSystem”Dedicated logging category for Interaction.
Use it when diagnosing interaction discovery, focus, dispatch, prompt, or target-validity issues without burying messages in unrelated project logs.
Reference Areas To Expand
Section titled “Reference Areas To Expand”Future reference pages may include:
- settings
- Blueprint API
- C++ API
- components
- interfaces
- types and enums
- events and delegates
- console commands or CVars
- log categories
- prompt data
- interaction context and result types if added later