[RELEASED] Interactive Objects System V2

Hello, i just released a new update for my Interactive Objects System

Marketplace: Interactive Objects System in Blueprints - UE Marketplace

Showcase video: Youtube

Playable demo: Link

Discord: Link

What is Interactive Objects System?

Interactive Objects System V3 is a fully customizable and modular system for interaction with objects, triggers, doors, windows, items, furniture, physics and more.

Features:

  • 100% blueprints
  • Easy migration
  • All systems compatible with Third Person, First Person and Top Down
  • Openable doors and windows
  • Swing door with physics
  • Interactive triggers: Number pads, buttons, terminals (With 3D widgets), levers, pressure plates and more
  • Interactive items with physics
  • Full inventory system with weight, inventory UI, and journal and item inspection
  • Examples of consumable items
  • Item container
  • Grabbable physics objects
  • Interactive furniture: Drawers, Cupboards and Chests
  • Interactive lights
  • Elevators based on spline movement
  • Key system for doors and other objects
  • All systems are based on Actor Components and Blueprint Interfaces

NEW (3.0) - UE5 ONLY:

  • Triggers now can have multiple behaviors and actions
  • Reworked logic for the inventory component and container component
  • Icons for inventory and equipment
  • Reworked stats component
  • Reworked logic for doors and other actions
  • New weapon system (With grenades)
  • New ability system
  • New target/damage trigger
  • New action example: Bridge
  • New terminal trigger with item interaction (Like a external media)
  • New enhanced input
  • Improvements for the interaction component
  • Lyra-based animation
  • General adjustments for Unreal Engine 5

Number of Blueprints: 115
Input: Keyboard, Mouse, Gamepad
Network Replicated: No

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V2.0 Changelog

  • Reorganization of folders and assets.
  • A completely new Overview map.
  • Actions and Triggers logic moved to Actor Components (AC_ActionComponent and AC_TriggerComponent).
  • Part of the character’s logic has been moved to the Actor Components.
  • “BP_MainDoor” renamed to “BP_MainHinge”.
  • “BP_InteractiveItem” are now child of “BP_PhysicsObject”.
  • Changed logic of doors (Hinge). Now there’s more customization options.
  • Added new options for triggers: Float triggers (That can partially opens a door), Terminal (With 3D widget) and other simple triggers.
  • Added a new container logic (AC_ContainerComponents). This new component adds a inventory to interactive objects (Like chests for example) that can be picked by the player.
  • Added new furniture like Drawers and Cupboards.
  • Added physics objects that the player can grab.
  • Added harvest logic for interactive foliage and others.
  • Added interactive light logic that can be activated using triggers.
  • UI now has full gamepad support.
  • Some minor changes to the UI have been made.
  • Fixes to the user interface of the inventory system.
  • Fixed an issue in the inventory system where when dropping an equipped weapon, the weapon would remain equipped after being removed from the inventory.
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V2.1 Changelog

  • Added new UI elements for interactions and items.
  • Added sounds for interactions and items.
  • Added new player character example for First Person.
  • Changes and fixes for weapons examples.
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V2.2 Changelog

  • Bugs fixes
  • Added support for 4.27
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V2.3 Changelog

  • UI improvements.
  • Inventory item inspection.
  • Multiple trigger activation.
  • Top-down support (With template).
  • Use itens to activate actions and triggers.
  • Trigger with multiple functions.
  • Deleted useless content.
  • Bug fixes.

Update demo video: Link

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Interactive Objects System is now available for Unreal Engine 5.

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Hey there! I just started the migration of the system to my project and the inventory code is missing altogether from the system’s player blueprint.

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Hello. Thanks for the multifunctional asset! But there are a few things.) For some reason, the laser beam shoots to the side. How can this be corrected? Are there any plans to add ammo for weapons?
When the inventory is empty and one item is added there, then after that use it remains on the inspection screen.

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Could you make an Icon for inventory items? Please)

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Hey! I wanted to say thanks again for this system. :slight_smile:

Here’s where I’m taking it: Bandit Lake ALPHA PRE RELEASE footage - YouTube

I’d love any feedback - thanks!

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NEW (3.0) - UE5 ONLY:

  • Triggers now can have multiple behaviors and actions
  • Reworked logic for the inventory component and container component
  • Icons for inventory and equipment
  • Reworked stats component
  • Reworked logic for doors and other actions
  • New weapon system (With grenades)
  • New ability system
  • New target/damage trigger
  • New action example: Bridge
  • New terminal trigger with item interaction (Like a external media)
  • New enhanced input
  • Improvements for the interaction component
  • Lyra-based animation
  • General adjustments for Unreal Engine 5