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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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Replicated multiplayer interaction

PreviousFoliage Collision after interactionNextRedirected interaction

First of all you need to go to the Class Defaults of the interactable actor and make sure that Replicates is set to true. Then you can select inside the actor BP_MakeInteractable and in its details scroll down where you find these events that you can add:

They are already called on the server which is perfect to replicate to all players.

These events can call for example another Mutlicast event - for example check BP_RefillDressersBuzzer. Here Multicast is a good choice because it triggers only once for all current players. Multicasts are good for one time effects like the button animation.

But if the actor should change its state you should go with a variable set to repnotify.

So, also players who join the server later will load the value of the variable and experience the current state - for example you can check BP_InteractableCube or BP_InteractableCampfire for that.

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