Ninja Bear Studio Plugins Help

Input Integration

Use Ninja Input to forward button events to the Interaction Manager, so it attempts to start an interaction with an eligible target and, optionally, interrupt an ongoing interaction that hasn’t been committed yet.

Creating the Input Handler

Creating the Input Handler

  1. Create an Input Action (e.g., IA_Interact).

    • Add a Pressed trigger.

    • Optional: add a Released trigger for hold-to-activate / cancellable interactions.

  2. Create an Input Handler that extends NinjaInputHandler (from Ninja Input), and implement HandleTriggeredEvent.

  3. Retrieve the Interaction Manager from the pawn associated with the Input Manager, and verify it is valid.

  4. Branch on the incoming Input Action Value (convert to bool):

    • true → call TryInitializeInteractionWithCurrentTarget

    • false → call TryCancelCurrentInteraction with reason tag Interaction.Event.CancelledButtonPress

  5. Bind the handler in your input setup (mapping context / action bindings) so it runs for IA_Interact.

Input handler branching to start/cancel via Interaction Manager

Blocking Input

While playing interaction animations, you can block inputs via the Gameplay Effect applied during the animation ability's execution. The default effect adds tags that Ninja Input recognizes automatically:

Gameplay Tag

Outcome

Input.Block.Movement

Blocks character movement in Movement Input Handlers.

Input.Block.Rotation

Blocks camera/actor rotation in related Input Handlers.

Last modified: 25 October 2025