Using Interact Active
Create Interact Active Ability
To create an Interact Active ability, simply right-click in the Content Browser
and select TwistedBytes | Abilities | Interact Active
as shown in the image below.
Name the newly created asset InteractActive
.
Open the Ability you just created and set the Trace Channel
to Interactable
1.
We want the player character to be able to interact with interactable objects that are in front
of the character and within a range of 3 meters. Since the camera's arm length is also set to 3 meters (but sitting
behind our player character), we need to compensate for the additional 3 meters by setting the Max Range
property
to 600
cm 2.
For easier debugging of the Interact Active Ability, enable Show Debug
and set Debug Show Duration
to
2.0
seconds 3.
info
The property Trace Start Location Type
allows you to choose the start location for when executing an interaction line trace:
Center of Camera Location
Socket on Character's Mesh
Cursor
Custom Trace
No Trace
Using Socket on Character's Mesh
is only useful when you have stabilized head movement, or if you want to make a
socket from root and set its position next to the head bone.
In general, it is preferred to use Center of Camera Location
for stable line traces.
Setup input
In order to bind the input with Interact Active Ability
, right-click in the Content Browser and
select TwistedBytes | Data Assets | GAS Input Mapping
as shown in the image below.
Open the data asset and add a new Ability Mapping
. Select Interact
1 and set the
Interact Active
2 that we created as a value for the Interact
key.
Now, select Edit | Project Settings ...
. In the Input
section under Engine
, create a new Action Mapping
.
The name needs to be exactly written as TBIA_Interact
. Lastly, specify any number of inputs (keys, buttons) that
you want to use to trigger interactions in your game like, for example, the E
key on a keyboard.
Setup Player Character
Open the ThirdPersonCharacter
Blueprint and select TBIA Interaction Component
in the Components tab.
In the Details tab, add your Interact Active
ability to the Granted Abilities
property 1.
Next, set the input mapping data asset you created earlier 2 as shown in the image below.
Finally, override the Get Character Context
interface function. Click and drag the Return Value
pin of the Return
node and select Make TBIA_CharacterContext
. Then, set the reference of the third-person skeletal mesh component (Mesh
) as Primary Mesh
in the struct that is going to be returned.
Interactable Actor
Open the GASActorBase
Blueprint and override On Pre Interact
, On Post Interact
, On Cancel Interact
and print their results to see them in action.
Press Play in the Unreal Editor, look at the cube and press the interaction button you have configured.
In our example case we set it to the E
key. You should now see the same debug messages as shown in the image below.