Execute Interaction
The Main Interaction Ability for the system. It is designed to be activated by a Gameplay Event that contains the Smart Object and the desired Behavior (selected from a slot inside an Interaction Request).
It should be present on the Interaction Source by default, so when the Request Interaction event is triggered (by the Scan/Find ability plus input), this ability begins execution.
Properties
This ability exposes the following properties that can modify its base behavior.
Property | Description |
|---|---|
| Optional override for the Claim Priority set in the Interaction Manager component. |
Functions
You can introduce custom logic at key points by overriding these functions (Blueprint or C++):
Function | Description |
|---|---|
| Called when the interaction actually starts. This is a proper location to play animations (if not using the dedicated Animation Ability), and apply gameplay effects. |
| Called when the interaction completes or is cancelled. This is a proper location to clean-up anything that has been done during by the "Started" event. |
| Handle additional custom interaction events you emit during execution. |