Interaction Troubleshooting
Use this page when an interaction prompt, target, or request is not behaving the way you expect.
This troubleshooting section is early. It focuses on the most likely failure points in the current Interaction architecture.
No Target Is Found
Section titled “No Target Is Found”What you may see:
- no prompt appears
- pressing the interact input does nothing
- logs indicate that no current target exists
Things to check:
- the initiating actor has
UInteractorComponent - target discovery is actually running
- the target is within the expected range or trace path
- collision settings allow the target to be detected
- the target actor still exists when the request is made
Expected result: the interactor can identify a candidate target before dispatching an interaction request.
Target Found But Not Interactable
Section titled “Target Found But Not Interactable”What you may see:
- the actor is detected, but no interaction is available
- prompt data is empty or missing
- logs indicate that the target does not expose the expected contract
Things to check:
- the actor has
UInteractableComponent, implementsIInteractable, or otherwise follows the expected interaction path - interaction is enabled on the target
- the actor you are detecting is the actor that owns the interactable behavior
- Blueprint inheritance or component setup has not placed the interactable behavior on a different actor than expected
Expected result: the discovered target exposes a valid interaction contract.
Prompt Appears But Interaction Does Nothing
Section titled “Prompt Appears But Interaction Does Nothing”What you may see:
- the prompt is visible
- input fires
- nothing changes in the world
Things to check:
- the input action is connected to the interaction request
- the target receives the request
- the target’s project-specific response is implemented
- the response is not failing its own gameplay validation
- the object did not become invalid between focus and dispatch
Remember: Interaction gets the request to the target. The target or owning gameplay system decides what happens next.
Prompt State Seems Stale
Section titled “Prompt State Seems Stale”What you may see:
- a prompt remains after an actor disappears
- a prompt shows the previous target
- rapid target switching displays the wrong text
Things to check:
- focus/unfocus events are firing as expected
- cached targets are cleared when invalid
- prompt UI is reading current interaction data, not storing old display text indefinitely
- destroyed or disabled actors refresh the interaction state
This is an area that still needs focused testing as Interaction matures.
Useful Logs
Section titled “Useful Logs”LogInteractionSystem is the dedicated logging category for Interaction.
Useful diagnostics should help distinguish:
No target foundTarget found but not interactableTarget interactable but disabledInteraction request dispatchedTarget handled interactionTarget invalidated after interactionWhen reporting an issue, include relevant LogInteractionSystem output if available.
Known Early Areas
Section titled “Known Early Areas”The following areas still need more testing or finalized behavior:
- multiplayer authority and validation
- target invalidation between discovery and dispatch
- prompt refresh during rapid target switching
- prompt refresh when targets are destroyed
- optional UI and example-content packaging boundaries
- clean-project testing with only Interaction installed
- repeatable tests for discovery, dispatch, focus changes, disabled targets, and invalid targets
Reporting An Interaction Issue
Section titled “Reporting An Interaction Issue”Useful report format:
Interaction version:Unreal Engine version:Project type:
What you expected:What happened:Steps to reproduce:Relevant logs:What you already checked: