Interactable Actors
Last updated
Last updated
The core of the S.B.I. system revolves around two key blueprint types:
BP_MasterTarget
BP_MasterControl
Both of these derive from a shared base class: BP_MasterInteractable
.
Used for actors that receive inputs and perform actions. Examples: doors, lights, alarms, item pickups.
Used for actors that send inputs to one or more targets. Examples: switches, levers, panels.
BP_MasterInteractable
All interactable actors share a set of core variables for quick setup and customization, editable either in the Blueprint or per instance in the editor.
Type
EN_InteractionType
Defines how the actor is interacted with:
• Press – Activates on button press
• Hold – Requires hold input (displays progress bar)
• Area – No direct interaction; triggered via overlap or external logic
HoldTime
Float
How long the button must be held (Hold type only)
AllowWidget
Boolean
If true, shows interaction prompt when player looks at actor
PopUpText
Name
Text to display in the popup widget
These variables apply if the interactable requires items to activate.
HasItemRequirement?
Boolean
If true, this actor requires items to activate
ItemToLookFor
EN_Item
Item type required
ItemQuantityToLookFor
Integer
Quantity of items required
AllItemsAtOnce
Boolean
If true, all required items must be delivered at once
Controls
Array
List of BP_MasterTarget
actors to control
Active
Boolean
Is the control active by default
PairedControls
Array
Other controls linked to this one (e.g. disable others after use)
FiresOnce
Boolean
If true, can only be triggered once
HasDelay
Boolean
Enables delay before triggering target
Delay
Float
Delay time in seconds
AllTargetsWithDelay
Boolean
If true, applies delay to each controlled actor individually
FreeFromControls
Boolean
Can be activated directly by player (no control required)
Active
Boolean
Is it active by default
FiresOnce
Boolean
Can it be activated more than once
Event Main Interaction
Core event called when the actor is triggered. This is where you implement the logic for what should happen (open door, toggle light, etc.)
Trigger Control
(BP_MasterControl only)
Call this to execute all linked BP_MasterTarget
events.
⚙️ Note: Individual actor logic like lever movement or door animations are handled inside each actor’s custom Blueprint logic.