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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

ClaimPriority

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

HandleInteractionStarted

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.

HandleInteractionFinished

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.

HandleInteractionEvent

Handle additional custom interaction events you emit during execution.

Last modified: 26 October 2025