Interact Trigger
Introduction
A trigger that can be used to interact with an object
Dependencies
The InteractTrigger
relies on other components of this plugin to work:
- Logger: Used to log useful information to help you debug any issues you might experience
API Reference
Properties
Property | Description | Type | Default Value |
---|---|---|---|
bRequireCurrency | Is this a paid item that should be bought using currency? | bool | false |
CurrencyRequirements | The currency requirements before the object can be interacted with | TMap<FName, int> | |
InteractWidgetClass | The class of the interact widget | TSubclassOf<UInteractWidget> | |
BeforeText | The text displayed before the input indicator | FText | |
AfterText | The text displayed after the input indicator | FText |
Functions
Name | Description | Params | Return |
---|---|---|---|
CanInteract | Check if the actor can interact with the object | Actor (AActor*) The actor trying to interact with the object |
bool A boolean value indicating if the actor can interact with the object |
OnInteracted | Called when the actor interacts with the object | Actor (AActor*) The actor that interacted with the object |
|
ReceiveOnInteracted | Called when the actor interacts with the object | Actor (AActor*) The actor that interacted with the object |
Blueprint Usage
You can use the InteractTrigger
using Blueprints by adding one of the following nodes:
- Ultimate Starter Kit > Interact Trigger > Can Interact
- Ultimate Starter Kit > Interact Trigger > On Interacted
- Ultimate Starter Kit > Interact Trigger > OnInteracted
C++ Usage
Before you can use the plugin, you first need to enable the plugin in your Build.cs
file:
PublicDependencyModuleNames.Add("USK");
The InteractTrigger
can now be used in any of your C++ files:
#include "USK/Components/InteractTrigger.h"
void ATestActor::Test()
{
// InteractTrigger is a pointer to the UInteractTrigger
bool CanInteractValue = InteractTrigger->CanInteract(Actor);
InteractTrigger->OnInteracted(Actor);
InteractTrigger->ReceiveOnInteracted(Actor);
}