Tala Esenlikler - Interaction Framework

Demo Video | Playable Demo | Documentation | Release Notes | API References | Bug Reports & Feature Requests

ANNOUNCEMENTS

Interaction Framework is available at an introductory launch price during the first release period!


WHAT IS INTERACTION FRAMEWORK?


Build interaction systems, not one-off interaction Blueprints.

Interaction Framework is a reusable interaction authoring and runtime framework for projects that need structured interaction content, runtime state, prompt presentation, and multiplayer-aware activation flow.


At the center of the workflow is the Target Definition Editor. Instead of rebuilding interaction logic inside every actor Blueprint, you create structured Target Definition assets that describe how an interactable object behaves: where interaction points exist, which commands are available, what conditions must pass, what happens after activation, how prompts should appear, and how the interaction should react to runtime state.

This gives your project a consistent way to build doors, terminals, pickups, switches, crates, NPC-style interaction menus, command pages, gated actions, linked interaction points, co-op interactions, and other gameplay-driven interaction flows.

The framework separates authoring from runtime behavior. Designers and developers can define interaction content in assets, while runtime components handle focus, prompt state, progress, availability, input presentation, command paging, activation requests, and multiplayer-aware execution.

Interaction Framework is built for projects where interactions are part of the game design, not just a single “press key to interact” moment. It helps keep interaction behavior reusable, inspectable, and easier to maintain as the project grows.

It is not a dialogue system, inventory system, quest system, save-game framework, or UI skin pack. Those systems can connect to it, but Interaction Framework focuses on the interaction layer: authoring, resolving, presenting, and executing interactions.


Docs & Support

Key Features

• Dedicated Target Definition Editor for authoring reusable interaction content

• Structured interaction assets for points, commands, requirements, outcomes, pages, linked points, routes, and UI behavior

• Build doors, pickups, switches, terminals, crates, NPC prompts, co-op objects, and puzzle interactions without one-off Blueprint setups

• Instant, hold, multi-tap, automatic, and shared multiplayer interaction patterns

• Command pages with More and Back controls

• Requirements for hiding, disabling, gating, or explaining unavailable commands

• Execution actions for cooldowns, command disabling, target state changes, and flow control

• Linked interaction points for shared object state, such as handles on both sides of a door

• Keyboard/mouse and gamepad-aware prompt presentation

• Split-screen friendly local player prompt behavior

• Widget payloads and widget overrides for object-specific prompt presentation

• Prompt suppression and temporary surface control for menus, inspections, conversations, cutscenes, and other UI flows

• Localization-ready command text support

• Example content, input actions, tags, widgets, target definitions, and sample interaction setups included