Summary
Actor Selection Framework is a runtime-focused, Blueprint based system for selecting and grouping actors in Unreal Engine, with a strong emphasis on clear, reliable visual feedback across a wide range of meshes, animations, and gameplay contexts.
The framework cleanly separates selection logic from visual representation, while providing a production-ready Outline VFX solution designed to remain stable across static meshes, skeletal meshes, animated actors, and complex mesh hierarchies.
Rather than acting as a one-off highlight effect, the included Outline VFX system is designed as a state-driven visualization layer that communicates selection intent and status clearly and consistently.
Supporting Video
The included video is broken into the following sections:
Core Design Intent
• Centralized selection and grouping framework with unified screen-space and world-space selection.
• Robust grouping logic supporting add, remove, replace, and recall workflows.
• Visual feedback treated as a first-class system, with explicit selection states mapped directly to visual states.
• Designed to work reliably across static meshes, skeletal meshes, and animated actors.
• Designed to scale across RTS, RPG, tactics, and hybrid interaction systems.
• Blueprint only. Fully readable, modifiable, and extensible.
Features
• Screen-space (marquee) and world-space (aim-based) actor selection
• Single-click and drag selection using a unified input flow
• Additive and subtractive selection with deterministic behavior
• Explicit group creation, recall, add, and remove operations
• Selection functionality can be enabled or disabled explicitly for menus, pause states, or non-interactive modes
Visualization
The framework includes a multi-state Outline VFX system designed to provide immediate, readable feedback without relying on gameplay-specific assumptions.
Outline VFX States
• Pending Selection – visual preview when hovering or marquee-selecting actors
• Pending Deselection – visual feedback when removing actors from the current selection
• Selected – clear, stable visualization of currently selected actors
Each state is driven directly by selection logic, ensuring visual feedback always matches the true selection state.
VFX Design Characteristics
• Works with static meshes, skeletal meshes, and animated actors
• Independent of mesh complexity or animation state
• Designed to remain stable under rapid selection changes and group operations
• No reliance on per-mesh setup or special materials
• Selection visuals do not affect collision, gameplay, or mesh ownership
The Outline VFX is intended to be robust and predictable, avoiding common issues such as flickering, broken outlines on complex meshes, or visual desynchronization during rapid selection changes.
Customization
The Outline VFX system is fully customizable and designed to be extended or replaced if needed.
Customizable options include:
• Color per Outline state
• Outline width and scale
• Outline precision (density of outline detail)
• Visual differentiation between pending and confirmed states
Visual materials can be modified or replaced entirely while retaining the built-in selection state logic.
Integration Workflow
• Add the Selection Actor to your project.
• Attach the Selectable Component to any actor you want to be selectable.
• Selection logic drives visual state changes automatically.
• Query selected or grouped actors to trigger your own gameplay logic.
• Input bindings shown in the demo are provided for reference only and are expected to be customized per project.
The framework intentionally does not dictate how selected actors are used. It provides reliable selection state and visual clarity only.
What This Asset Does Not Do
• Does not implement gameplay actions or AI commands
• Does not control actor movement or abilities
• Does not enforce a specific genre or gameplay patterns
• Does not require or assume VR usage