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Interactables

AI & gameplay
9 operationsinteraction

Add interactable things to your game: prompts, doors, switches and loot.

What it’s for

This area adds interaction to your Blueprints and placed actors: the pieces that let a player walk up to something and use it, including the trace distance and the prompt that appears. It also covers the interactables you keep rebuilding by hand, like doors, chests, switches and loot.

Ask your assistant to make something interactable instead of clicking through the components panel and Details view yourself. In one request it can add interaction with a trace distance, show a prompt widget, add destruction health, and set details like a door’s open angle or a chest’s loot table.

This area sets up the interactable things, not the prompt widget itself. To build the prompt Widget Blueprint, see UI widgets (UMG) and On-screen UI during play. Here your assistant only points an interactable at a prompt widget you already have.

Things you can ask

Make an actor in the level interactable

The player can use the actor once they are close enough.

exampleinteraction
You: Make the Lever_01 actor in the level interactable within 200 units, line of sight required.

Lever_01 is now interactable within 200 units, with line of sight required.

Set up a lockable door Blueprint

The door Blueprint gets the open angle, timing and lock state you asked for.

exampleinteraction
You: In BP_Door, make it open 90 degrees over half a second and start locked.

BP_Door now opens 90° in 0.5 seconds and starts locked.

Add a chest with a loot table and a prompt

The chest gets its loot table and shows your prompt widget when the player looks at it.

exampleinteraction
You: Configure BP_Chest with a loot table and show WBP_Prompt when the player looks at it.

BP_Chest is unlocked, uses DT_ChestLoot, and shows WBP_Prompt when the player looks at it.