Hi everyone,
Following my HUD, Settings, and Inventory plugins, I just finished an Interaction System built entirely in C++.
One thing I focused on was avoiding per-frame Tick logic.
Detection uses Sphere Overlap events combined with lightweight Line-of-Sight validation, while hold interactions run on timers instead of Tick.
Priority selection chooses the nearest valid interactable, and the IInteractable interface keeps the system flexible enough for doors, chests, levers, NPCs, or custom actors.
Screenshots are attached below.
Recently published on FAB if anyone is interested.
Screenshots are attached below.
FAB : Interaction System – Pure C++ | Press & Hold | Zero Tick | UE 5.4–5.7 | Fab
Demo Video : https://youtu.be/mgm3DgOgP7k?si=kt7-YXmD-Czpyq5l





