Interactable component
Functions
1. Activate/Deactivate
Works like any other component in unreal engine, if deactivated it will not show the UI nor overlay. Interaction will be disabled.

2. Set Interactable Name Text
This is the text that shows up bolded inside the user interface widget.

3. Set Interactable Action Text
This is the text that shows up after the "Press/Hold E to {Action}". It is the verb that describes the action that happens when you interact with the object (Sit, Drink, Pickup, etc.)

4. On Begin/End Interact
These events get called when the player only presses to interact or lets go of the key to interact. If you have, for an example, a pickup to interact with you should use On Interact to open it.

5. On Begin/End Focus
These events get called when the player looks at an interactable or looks away. They do not control the actual interaction of the interactable.

6. On Interact
This events gets called when the player finishes the interaction, it also means the Can Interact checks were valid. This event should be use to do your custom functionality, as picking up an item.

7. Can Interact
In this function, you can implement custom checks that need to be completed for the player to be able to interact. The Parent: Can Interact is the c++ override if you have one (Yes, this can also be overidden in c++ as all the other events).

Properties
The interactable comes with properties that allow for dynamic interaction. Here is a table with all properties you can modify:
Interaction Distance
The maximum distance that this interactable can be interacted from (in unreal units).
200
Interaction Time
How long it takes to interact with this interactable.
0
Interactable Name Text
The name of the interactable to show in the UI.
"Interactable"
Interactable Action Text
The action to show in the UI (eg. Sit, Drink, Pickup).
"Interact"
Focused Overlay Material
The material to show on top of any mesh components inside the interactable.
NULL
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