Interaction Component
Overview
A component to interact with widgets or object on the world. This component has been implemented to VR_Pawn_GS as an example for a gaze system.
Settings
Settings | Description |
Active | Sets whether the component is active or not |
Pointer Index | Assigns the specified pointer index to the Widget Interaction Component. This has to be different for every Interaction Component |
Widget Interaction Tag | REQUIRED – Add a tag to the Widget Interaction Component you want and copy it here |
Identifier | A string to take advanced actions on the BPs this component will be interacting. You can use this to limit which Interaction Components interact with which BP. Or you can ignore it to let every component interact with every BP that has BPI_Interaction Interface. |
Timer Duration | Long should it take timer to complete the action |
Timer Scale | Scale of the timer |
Timer Orientation | Sets where the timer should orient itself |
Offset from Surface | Offset from the surface for the timer |
Base Color | Base color for the timer |
Progress Color | Progress color for the timer |
Custom Transform Tag for Timer | OPTIONAL – Add a tag to the Scene Component you want and copy it here. This will attach the timer to the specified scene component. If not valid, timer will be placed on the impact point. |
Distance | Sets the trace distance |
Trace Type | Sets which trace type should be used for trace |
Trace Channel | Sets which trace channel should be used for trace |
Object Types | Sets which object types should be used for trace |
Trace Complex | Sets whether it should trace for complex collision |
Disable Depth Test | Sets whether the timer should be rendered through everything |
Interaction Interface
The actor you want this component to interact with has to implement the BPI_Interaction. You will get these following functions with the interface. Check out the W_Console for an example.
On Hover
It should have On Interaction Component Hover setup to work properly. You will need to create Ref and RefsWaiting variables in your actor. You can further customize it with your logic.
On Unhover
It should have On Interaction Component Unhover setup to work properly. You will need to create Ref and RefsWaiting variables in your actor. You can further customize it with your logic.
On Interaction
This function doesnt need a setup but it needs a response. This response is used for On Interaction Successful.
Functions
Add to Ignore and Set Interaction Active
Use these functions to change Interaction Component's settings on runtime.
Event Dispatchers
On Interaction Successful
Event dispatcher to keep the owner actor of the Interaction Component updated.
Last updated