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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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Interactables in interactable (example Dressers)

Open BP_Dresser_SingleDrawer to check out how it is made. It is a bit tricky because there are interactable actors in a drawer mesh and the drawer mesh itself is interactable too. So if you look beside interactables inside the drawer it will focus the drawer because that would be a direct trace and the direct trace is dominant compared to the look at trace that the interactables inside the drawer might have. So the look at trace would not work for these interactables. to prevent the drawer from being focused when looking on the inside floor of the drawer mesh there is box collision added that needs to block visibility and it needs to have the tag: ignoreDirectTrace

In BP_Dresser_SingleDrawer you can find two of these boxes IgnoreTraceBlocker1 and IgnoreTraceBlocker2.

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