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Find Interactable Actor

Determines the best available interaction target for the current Interaction Source and holds that selection while it waits for an Interaction input (e.g., button press routed via Ninja Input). This ability is typically granted by default to the player, so it's always listening as targets come and go.

Properties

This ability exposes the following properties that can modify its base behavior.

Property

Description

InteractionTaskClass

The gameplay task that discovers/chooses interactable actors. (NoClear)

bInDebugMode

Enables debug visuals/logs for applicable tasks.

Functions

You can customize this ability's behavior end-to-end by overriding its core functions in Blueprint or C++.

Function

Description

InitializeInteractionAbilityTask

Create & initialize the search/selection task.

InitializeGameplayEventTask

Create the Wait Gameplay Event task for confirm/cancel input.

InitializeInteractionRequest

Build the interaction request added to the payload.

HandleInteractionTargetFound

React to a newly found/focused target.

HandleInteractionTargetLost

React to a lost/invalid target.

HandleInteractionActorDestroyed

Clean up when the current actor is destroyed.

HandleGameplayEventReceived

Process confirm/cancel gameplay events.

SendStartInteractionEvent

Prepare payload and emit start event (usually triggers Execute Interaction).

Built-in Selection Tasks

  • FindClosestInteractionTarget
    Collects all targets registered by the Far Collision Component, marks those colliding with the Near Collision Component as eligible, then chooses the closest one to the instigator as the focused actor.

  • TraceInteractionTarget
    Collects all targets registered by the Far Collision Component, marks those colliding with the Near Collision Component as eligible, then focuses the target hit by a camera-centered trace. Configure MaxDistance and LoS channel in Ninja Interaction Settings.

Last modified: 26 October 2025