"Why doesn't my basic interaction interface work?" Asks a confused newbie

Hello. I’m a confused UE5.4 newbie trying to learn how to create a basic interaction interface in first person mode, and I would be grateful if anyone can tell me why what I’m doing doesn’t work.

These screenshots show the relevant parts of my first person character event graph.


The screenshot below is from my door interface blueprint’s event graph.

My IMC_Default looks like this:

And my input action looks like this:

When I test this, precisely nothing happens when I move right up to the door and press ‘E’. Obviously, I’m missing something, so thanks for reading and even more thanks if you can tell me what it is.

second screenshot: you use for each with break but you never use break. If so you can just use regular for each loop.

second screenshot: option A plays from start and option B plays backwards (not from end). You should just change A for just play so it will play forward no matter current position as you do in B.

put some print log on the output of your enhanced input action (started) to be sure your input is working

put some print log on the output of your event interact event implementation to be sure your interface reponse is working

Thanks for your sugestions. I’ll try them now.

Edit: I’ve used print string on the outputs of both and neither of those events seem to work.

then I think your problem relies on the enhanced input part

I see you added triggers in the context. try removing it.
I use mines without triggers and works perfect.

also here is one input sample from my game:

I have removed the triggers from IMC_Default and IA_Interact. I have also changed EnhancedInputAction IA_Interact event in my first person character so that the wire extends from “Started” instead of “Triggered.”

In BP_DoorInterface I have attached my BPI_Interact interface as an implemented interface. I cannot add anything to inherited interfaces. I don’t know if that’s relevant.

I very much appreciate the replies.

you sure is valid?

you must print out every possible output to detect where the logic is cut.

I think the problem is more from input side than the interface…have you tried standard keyboard inputs and test the interface?

try this and see if the input works and if you actually get overlapping actors when you think you have them.

then replace the legacy input by your actual enhanced input trigger and repeat.

also maybe the problem is the actors dont have generate overlaps enabled or your actual actor.

both ends must have overlapping enabled to make it work.

I added a print string output after Add Mapping Context and I see that output as soon as I begin testing. So that seems to be good. (And that’s a good habit you’ve taught me. Cheers.)

When I add the ‘T’ code, the input works but Actors overlapping is zero even when I’m right next to the door.

The only code I have that checks for overlapping actors is in the first person character blueprint. My door blueprint has a decent sized collision box. From your final comments, I’m thinking that this might be part of the issue but I’m not sure what I need to add.

Edit: Generate overlap events wasn’t enabled for my first person charcter but I’ve fixed that. OverlappingActors now returns 1 when I’m next to the door. Which is progress.

Edit 2: Blimey, I’ve found it! So, I’m using first person perspective but I also have the third person starter content loaded (because I wanted the third person anim blueprints). Anyway, I went back to my EnhancedInputAction IA_Interact event on the first person character blueprint and deleted it. When I went to re-add it, I noticed there were two versions of it. One for third person, one for first. I re-added the first person version and my interaction worked. The event nodes look identical on a blueprint. But it works now. Thank you very much for your help!

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