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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.

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.

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, implements IInteractable, 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.

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.

LogInteractionSystem is the dedicated logging category for Interaction.

Useful diagnostics should help distinguish:

No target found
Target found but not interactable
Target interactable but disabled
Interaction request dispatched
Target handled interaction
Target invalidated after interaction

When reporting an issue, include relevant LogInteractionSystem output if available.

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

Useful report format:

Interaction version:
Unreal Engine version:
Project type:
What you expected:
What happened:
Steps to reproduce:
Relevant logs:
What you already checked: