Custom Improvements
Maybe the plugin doesn't meet all your needs, so with that in mind, here's a guide on how to add some things you might need.
Last updated
Maybe the plugin doesn't meet all your needs, so with that in mind, here's a guide on how to add some things you might need.
Last updated
If you want to create your custom detection mode, you are in the right place.
Go to Project Settings
Find Gameplay Tags tab and click on Manage Gameplay Tags...
Add as many custom modes as you want using different tags
Create a new Actor Component, based on Interactor Component
Change the default Trace Type to your custom tag on component
Override CustomTrace function
Write your custom trace logic and return HitResults (if you only get one HitResult, create an array and wire it)
The plugin has a standard Interaction widget, which appears to the player whenever he can interact with the Interactable that owns the widget, but if you don't like it, or want to create your own, here is the step by step.
Create a new child widget of the UIS_BaseInteractionHolder class.
Switch from Fill Screen to Desired mode.
Add in sequence: A Size Box, an Overlay, two Texts and a progress bar.
In the Size Box Detail tab, change the size (I recommend using 72x116)
Now it's your part, configure your design as you see fit.
Select your progress bar, and bind the "GetHoldProgress" function to the "Percent" property.
And also link your text with the Interactable Name.
Do the same thing with your Tooltip text
Link the Widget Class of the desired Interactable to the widget you created.
Create a default actor, and add a static mesh (or skeletal mesh) and a UIS_InteractableComponent to him
Now within this actor, you will make all the settings that you want to leave predefined for all interactables created from this one.
Add these two events, here you MUST create a way to make the Interaction Widget appear, you can use a timeline, an event call in the widget, or a simple SetHiddenInGame.
Oh, and since we're doing this from 0, we also have to add one simple thing to BeginPlay
Okay, you've finished the basics of a base interaction class, now you can make any changes you want and create all your interactables from this class.