S.B.I - Simple Basic Interaction Documentation
  • S.B.I - Simple Basic Interaction
  • Setup
  • Content Overview
  • Interactable Actors
  • Basic Inventory
  • Examples
  • L_Demo Map: Escape Room Example
  • Changelog
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  • Interactable Actors
  • ⚙️ Shared Base Class: BP_MasterInteractable
  • 🧩 BP_MasterControl Specific Variables
  • 🎯 BP_MasterTarget Specific Variables
  • 🔁 Blueprint Events & Flow

Interactable Actors

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Last updated 1 month ago

Interactable Actors

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.


🔹 BP_MasterTarget

Used for actors that receive inputs and perform actions. Examples: doors, lights, alarms, item pickups.


🔹 BP_MasterControl

Used for actors that send inputs to one or more targets. Examples: switches, levers, panels.


⚙️ Shared Base Class: 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.


📁 Setting Default (BP_MasterInteractable)

Variable
Type
Description

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)


🧾 Setting Widget

Variable
Type
Description

AllowWidget

Boolean

If true, shows interaction prompt when player looks at actor

PopUpText

Name

Text to display in the popup widget


🎒 Setting Requirement (Item-based Activation)

These variables apply if the interactable requires items to activate.

Variable
Type
Description

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


🧩 BP_MasterControl Specific Variables

📁 Setting Default

Variable
Type
Description

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


⏱️ Delay Activation

Variable
Type
Description

HasDelay

Boolean

Enables delay before triggering target

Delay

Float

Delay time in seconds

AllTargetsWithDelay

Boolean

If true, applies delay to each controlled actor individually


🎯 BP_MasterTarget Specific Variables

Variable
Type
Description

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


🔁 Blueprint Events & Flow

  • 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.