Interaction Kit - Interact with anything and anyone, anytime.

hey guys, for some reason im not getting input acknowledge from pressing E, or anything else…followed documentation and everything traces fine, but “interact with object” isnt called

EDIT: Nvm, i got it working…had to delete axis mapping and Recreate it, which is weird but Im good.

UPDATE V1.5

NEW: Interact now exposes comp looking at
**NEW: **Toggle boolean added, you can now have items consistently highlighted based on toggle.

Live on MP: Unknown
Live on Itch: 10min

**Changelog:
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**4.16 update
**Marketplace: Live
Itch.io: Live

Interaction Kit is on sale for 50% off on the summer sale! https://www.unrealengine.com/marketplace/interaction

Bought it! Love it! (And recommend it)
Struggling with something, hoping someone has some advice:

The tutorials seem to assume that for every kind of actor that I want to make interactable, I’ll manually hook up all the values to the actor’s Get Data node. Then if later I wanted to change the highlight color throughout my game, I would have to load up every type of interactable actor and manually change the value.

I’m trying to streamline that so I can just hit +Add Component to drop a component into each blueprint actor, and that sets the values in the Get Data node to the component’s default values (using exposed variables so they’re still individually editable per actor, but otherwise all default to a game-wide standard.) Then when I want to make a game-wide change to my default highlight colors, I just edit that one component and all actors are on the new standard (except any that I set to not use the component value).
The problem is… it doesn’t work. If anyone knows a better way to streamline this (or how to get the component method to work) I’d love to hear! :slight_smile:

I created a blueprint actor component, then in the class settings of that component I added the InteractInterface, to get the Get Data node in this actor component instead of directly on the actor. This works great for creating quick drag-and-drop auto-add and auto-setup of the Get Data node with default game-wide values that can adjust all actors from one location. I set it up so I could just click the green button under “Events” and it would drop the EventInteractWithObject node into the Event Graph, it was ideal. But I think the reason it won’t actually work is that other parts of the Interact Kit are looking for an actor, so some of their nodes aren’t expecting / compatible with / able to find an actor component.

I nosed around, trying to find and adjust those nodes so they would accept a component, but I didn’t get far - I don’t really know how deep that rabbit hole goes and I’m not sure if I’m barking up the wrong tree. So I thought I’d ask around here before going on a potentially wild ride.

Thoughts? Ideas?
Any suggestions appreciated!

(I’ve dialed back the ambition of the component; now I’m using it to merely hold some variables. So it doesn’t streamline anything but at least I can have actors all pointing to a central repository of game-wide standard values)

Hey Fisher!

There’s 2 ways you can go about this, inside the blueprint interface that holds the GetData function, you can go into the GetData function, go to the inputs and change the default values.

Additionally, you can also make a material parameter collection for the outline and set the color in there.

I tried your setup with a component and it didn’t work for me either. After adding the component the actor doesn’t get the Get Data function, that’s probably why.

Here’s how I did it, without using a component.

Make an actor blueprint, add the interact interface to it, promote everything in Get Data to variables, and set their default values. I called this class ObjectWithInteraction. Then, whenever I need a new interactive object, I make a child class of that, change the default values and set the meshes references in the construction script. If I need interaction added to an existing actor I reparent it to ObjectWithInteraction. That may be difficult in some cases but I’m good with it for now. At least I have my text color and outline color held by my base class.

I made it work through the component.

The interaction component is casting to the interact interface in two places. Make a new variable, a reference to a component, and where it gets the hit actor set it to reference the component of the hit actor, I called it InteractedWithComponent. Then use it as a reference for casting to the interact interface instead of the actor reference.

Hey there, I was wondering if anyone know how to set this kit to behave like below:

  • When clicked, its toggled as selected or not (which is already doable), but it will only allow one selection in the whole map. Currently, I can set it all as selected, which is not what I need.
  • To highlight only when mouse is over, or when I’m in my edit mode. Currently, even when my mouse cursor is hidden, it will still highlight the object. I tried it but it wont work. Screenshot attached.

Thank you.

Hey,

Run into a bit of a problem with text displaying on an object.

When I play it in the editor, the text displays fine. If I package the game however, text doesn’t appear when I look at an object.

The object is still highlighted, but the text doesn’t appear.

Any ideas?