Skip to content

Releases: Gregstr05/FPInteract

V1.3 - Prop pickup

Choose a tag to compare

@Gregstr05 Gregstr05 released this 06 Mar 14:37

Added an option for prop pickup props that can be held in the players "hand"
Also added option for interactions to consume held items if they match their name.

Full Changelog: V1.2...V1.3

V1.2 - Multiple interactions per actor

Choose a tag to compare

@Gregstr05 Gregstr05 released this 05 Mar 22:31

Added support for multiple interactions per actor.

image

The interaction now looks for a parent component (the BPC_Interactible) and takes its specific data. This is a two fold upgrade, because it not only enables multiple interactions per actor, but significantly speeds up the interaction data acquisition on big actors with many components, because just getting the components parent is an O(1) operation instead of O(n) operation of getting the specific component by class.

Full Changelog: V1.1...V1.2

V1.1 - Added UI

Choose a tag to compare

@Gregstr05 Gregstr05 released this 05 Mar 18:45

Very basic UI implementation copying the prompt from the interaction info struct

gets shown,hidden and changed by itself, can be used as a sub-widget in any UI

Full Changelog: V1.0...V1.1

V1.0 - Basic working version

Choose a tag to compare

@Gregstr05 Gregstr05 released this 04 Mar 12:10

Basic working version, the player can interact with any actor that has the BPC_Interactible component.
To set it up there needs to be added a custom trace channel for interactions specifically to optimize the hits. (The trace channel needs to be set on the character)

The current implementation is missing any UI and character side interaction with actors, so interactions can only react on the side of the actor.

Full Changelog: https://github.com/Gregstr05/FPInteract/commits/V1.0