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Using Stage Interaction

After the initial setup, you can add your interaction stages to your interactable actors. You can do this on your characters, abilities, componenents etc.

Editing Indication Stages

Indication is a Local interaction. Meaning we will work with the Local Player. In blueprints it is cumbersome to get Local Player in a regular class. So for the second best, we use the Player Controller to get the Local Player.

Editing Stage Tag For Player

These are the methods that we are going to use to edit our indication stages on the given interactable component.

  • Add Stage Tag Indicator For Player

  • Remove Stage Tag Indicator For Player

In Inputs:

  • Target is the Stage Indicator Interactable Base.
  • Player is the Player Controller which interacts.
  • Stage Tag is the stage that we add to our interactable.
  • Force Add is wheather we skip the conditions which we defined on the component.

As Outputs:

  • Optional Result Data is the cosmetic data on the condition which is valid if the operation was unsuccesful. Could be used for Why was this interaction unsuccesful.
  • Return value is the boolean that tells us weather this operation was successful.
warning

Indications are used for players, not AI's. It is because these interactions for our players to see what is interactable and their interaction state. So they are not related to AI's.


Editing Gameplay Stages

Gameplay stages are the stages that effects the gameplay, such as openning a door. Because of this they have to be added on the server (They can be used like any other function in single player games).

Editing Gameplay Stages

Inputs and outputs are the same as in the Stage Indication Functions on the top but the Player input. Player input is a Player State that can be accessed from any pawn.


To get the current stages you can use the Get Gameplay Stages or Get Indication Stages on the Stage Gameplay Interactable component. They are publicly available.