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Nice Interaction System
  • 👋Welcome - Nice Interaction System Documentation
  • 🔌Integration in your project
  • 🎥Video Tutorials - Overview
  • ☑️Enable/Disable Interaction System
  • 🚪How to make any actor interactable
  • 🫥Add outline to your project and enable it in your map
  • 🌳How to make foliage interactable
  • Trace/Focus Methods
  • 👆Interaction Methods
  • Save & Load Game
  • ✊Pick up interactable (destroy it) actor/foliage
  • 📩Interaction Notify events for player (Event Dispatchers and Interface)
  • 🌲Foliage PCG instances
  • 🪵Foliage Destruction effect
  • 🌱Foliage Respawning
  • 🌳Foliage Collision after interaction
  • 🫂Replicated multiplayer interaction
  • 📪Redirected interaction
  • 🥡Interactables in interactable (example Dressers)
  • 🧸Random interactable spawning
  • 🔝Top Down Mode
  • 📜Trace/Focus Interactable ID whitelist
  • ❌Deny Interactions
  • 🧲Auto Interact (auto pick up)
  • 🔊Play Sounds on damaging and destruction
  • ⛏️Custom specific conditions to interact
  • ⌨️Change interaction key [E]
  • 💠Add new interaction widget styles
  • ✈️Seamless Server Travel
  • On switching/possessing pawn/character
  • 🐞Bug Fixes
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How to make foliage interactable

PreviousAdd outline to your project and enable it in your mapNextTrace/Focus Methods

If you have already added normal foliage or even PCG to you can make it very easily interactable. You need to do 2 things for that.

Firstly, make sure that the foliage (or PCG instances) are blocking Visibility and the LookAtTrace.

You can switch to the Foliage mode and select the foliage mesh you want to make interactable:

Here scroll down to Collision Presets, set it to Custom and Collision Enabled either to

Query Only or Collision Enabled. Then make sure Visibility and LookAtTrace are both set to Block:

Secondly, open DT_InteractableFoliage and add a new row. Here select for the corresponding mesh the same mesh you are using for the foliage:

Then this foliage type should already be interactable! In the data table you adjust the interaction behavior pretty similar to how you do it with the AC_MakeInteractable component for actors. There is the difference that you cannot add arrow components to the foliage but there are vector variables where you can define the center location and widget location.

PLEASE NOTE: There is sometimes an engine bug with foliage or PCG where you did not adjust the collision already after adding the LookAtTrace channel to your project and by default they block the look at trace. Even though they actually do not. If this is the case just set it to ignore for this foliage or PCG mesh and again back to block.

Also it would be good to know that you can hover almost all variables in the data table DT_InteractableFoliage and AC_MakeInteractable component to see a tooltip which provides you with some further explanations.

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