πŸ‘†
Nice Interaction System
  • πŸ‘‹Welcome - Nice Interaction System Documentation
  • πŸ”ŒIntegration in your project
  • πŸŽ₯Video Tutorials - Overview
  • β˜‘οΈEnable/Disable Interaction System
  • πŸšͺHow to make any actor interactable
  • πŸ«₯Add outline to your project and enable it in your map
  • 🌳How to make foliage interactable
  • Trace/Focus Methods
  • πŸ‘†Interaction Methods
  • Save & Load Game
  • ✊Pick up interactable (destroy it) actor/foliage
  • πŸ“©Interaction Notify events for player (Event Dispatchers and Interface)
  • 🌲Foliage PCG instances
  • πŸͺ΅Foliage Destruction effect
  • 🌱Foliage Respawning
  • 🌳Foliage Collision after interaction
  • πŸ«‚Replicated multiplayer interaction
  • πŸ“ͺRedirected interaction
  • πŸ₯‘Interactables in interactable (example Dressers)
  • 🧸Random interactable spawning
  • πŸ”Top Down Mode
  • πŸ“œTrace/Focus Interactable ID whitelist
  • ❌Deny Interactions
  • 🧲Auto Interact (auto pick up)
  • πŸ”ŠPlay Sounds on damaging and destruction
  • ⛏️Custom specific conditions to interact
  • ⌨️Change interaction key [E]
  • πŸ’ Add new interaction widget styles
  • ✈️Seamless Server Travel
  • On switching/possessing pawn/character
  • 🐞Bug Fixes
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Interaction Notify events for player (Event Dispatchers and Interface)

PreviousPick up interactable (destroy it) actor/foliageNextFoliage PCG instances

If you select in your player controller AC_PC_Interaction you can scroll down in the β€˜Details’ tab where you can find several events that you can add and that trigger on different interactions:

You can optionally also add in the Class Settings of either your player controller or your character/pawn the interface BPI_InteractionNotifier. This contains the same events that trigger whenever a player interacts.

The naming of the events show you that the events that start with Local are triggered on the client that interacted. In comparison the events that start with Server are only triggered on the server and by that offer in multiplayer a better cheat protection. For example if you want to pick up an item only the server should be allowed to add it to the player.

Also the Server events are only triggering on the player who interacted. For example you get a notification if you destroyed an interactable and it will only be called for you since it was validated by the server. So if there was another player trying to destroy the interactable at the same time it will never be called on both players only on the player that was quicker.

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