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Changelog

2.4.28 - 05/10/2026

[added] Added replicated Smart Object slot identity and client-side cache reconstruction for interaction summaries and behavior configurations. [change] Made interaction registration idempotent and deferred late-join summaries until target references resolve. [change] Updated interaction request searches to skip unclaimable matching slots and continue looking for a viable slot. [change] Updated ViewModels to rebuild their summaries from interaction manager data. [change] Ensured ViewModels retain and restore their interaction target when the controller changes. [fix] Prevented late-joining clients from emitting empty Interaction Target errors or missing registration callbacks. [fix] Prevented multiple colliders from duplicating target registration or unregistering targets prematurely. [fix] Ensured interaction behavior configurations initialize, cache, and replicate correctly. [fix] Ensured client slot-based summary and behavior lookups resolve correctly after replication. [fix] Prevented dynamically re-enabled interactions from emitting duplicate registration notifications. [fix] Ensured automatic interactions use the exact Smart Object slot recorded in their interaction summary. [fix] Added viable-slot fallback behavior for older or incomplete interaction summaries. [fix] Ensured occupied intended slots reject automatic requests instead of executing a different interaction. [fix] Ensured Execute Interaction finishes or cancels according to the manager lifecycle. [fix] Discarded focused targets when their Smart Object preconditions fail. [fix] Excluded ineligible Smart Object slots before evaluating interaction targets. [fix] Ensured committed interactions remain available as the UI's active interaction. [fix] Ensured commit events reference the active interaction target instead of the scan target. [fix] Prevented gameplay-event payload memory leaks. [fix] Ensured Reach Target tasks evaluate the actor's actual transform after applying movement and rotation.

2.1.11 - 30/06/2026

[change] Reduced assertion severity. [fix] Added interaction type tag to the RPC. [fix] Ensured that the correct interaction slot tag is registered over network. [fix] Corrected dedicated server check for openable actor cosmetics. [fix] Ensured more stable transitions in the prompt. [fix] Added missing check for the candidate viability, in the trace ability task. [build] Added support for Unreal Engine 5.8.

2.0.7 - 17/04/2026

[improvement] Gameplay or sequencers can force openable actors to unlock without a key, via ForceUnlock. [improvement] Improved MoveTo task, so it won't tick. [improvement] Organized the Animation Ability class, so the Combat Animation Task (or other animation tasks) can be used. [improvement] Target Component has a dedicated "SupportsInteraction" check that can be used by subclasses or external checks. [fix] Ensured that the same Interaction Target can have multiple colliders, without being registered multiple times. [fix] Ensured that the correct interaction target is registered over network. [fix] Added missing FObjectInitializer to ANinjaInteractionOpenableActor constructor.

2.0.0 - 09/03/2026

[added] New task to move player characters to the Interaction Target, using the Navigation Mesh. [added] New task to rotate players to face the target while moving towards it. [added] Support for configurable interaction time tracking, instead of always automatic. [added] New tasks to automatically release the interaction handle. [added] Pre-configured assets for interaction: Smart Object, Interaction Trees and an Interaction Prompt Widget. [improvement] Exposed lock settings to instances. Added a lock setter for other systems. [improvement] Added "CanHandleInteraction" considerations to scan and prompt. [improvement] Improved scoring for distance-based interactions and focus tracking. [improvement] Added support to animations and lifecycle events to the base Prompt Widget. [improvement] Interaction Manager will update overlaps on begin play. [improvement] Openable Actors will now use different SO slots to handle open/close states and enable/disable them correctly. [fix] Corrected reflection logic for the Inventory Key/Lock integration. [fix] Visibility scan will always aim at the actual target. [fix] Openable Actors will correctly execute gameplay logic on Listen Servers, but "snap to end" on Dedicated Servers. [fix] Ensured that the Interaction Target Component will initialize its FastReplicationArrays will initialize in subclasses.

1.6.20 - 12/01/2026

[added] New interaction bookeping to better support multiple interactions from same target. [added] New Interaction Task to Wait for Interaction, meant to replace the ootb Delay one. [added] Base Interaction Widget that can be used as a base for both HUD and Actor prompts. [added] Ability Task to detect interaction targets under the mouse cursor. [improvement] Reinforced policy for "wait interaction duration" task design in the state tree. [improvement] Organized/standardized all function categories. [improvement] Cached interaction behaviors to reduce network requirements. [improvement] Interaction Targets can broadcast changes in their internal state. [improvement] Reviewed ViewModels to better handle scenarios where the pawn is not available yet (high latency). [improvement] Reviewed ViewModels to remove distinction between actor-based and HUD-based widgets. [improvement] Interaction Widget Component will natively/optionally support rotation to face the camera. [improvement] Summary ViewModel will dynamically update the interaction text. [improvement] Openable Interaction Actor will provide a dynamic prompt, based on its internal state. [fix] Attempts to start an interaction with a current target respects its availability. [fix] Elapsed time is always reset on clients before a new interaction starts. [fix] Display Text is correctly stored by the Interaction Manager component.

1.2.8 - 11/12/2025

[improvement] Provided a "toggleable" option for the Openable Actor. [improvement] Provided an "auto-close" option for the Openable Actor.

1.2.6 - 17/11/2025

[added] A default Openable Actor that supports unlock/open/close interactions. Integrated with Keys on Ninja Inventory. [improvement] Removed CanFinishState option from Trigger Interaction task, since it can be handled by State Trees. [improvement] Made the Interaction Manager tick to be timer-based, to property support state trees not ticking or with long tick intervals. [build] Added support to Unreal Engine 5.7

1.1.3 - 13/11/2025

[added] Support for automatic and disposable interaction traits. [fix] Created dedicated blueprint variants for GetInteractionSummary and GetInteractionSummaryForTarget in the Interaction Manager component. [fix] Created a dedicated blueprint variant for GetInteractionSummaryForSlot in the Interaction Target component.

1.0.2 - 21/10/2025

[fix] Current/previous state tracking to ensure interaction events are triggered in the right order.

1.0.0 - 13/10/2025

First release for Unreal engine 5.6.

03 October 2026