Tala Esenlikler

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Tala Esenlikler
Unreal Engine
Developer
About Me

I’m a systems-focused Unreal Engine developer with 7+ years of experience creating plugins, gameplay frameworks, and editor tools. I specialize in building modular, multiplayer-ready systems using Blueprint and C++, and I’ve released 10+ products on the Fab Marketplace — 4 of which were featured in sponsored promotions.

  • Residence:
    Türkiye
  • City:
    Ankara
Turkish
English
Unreal Engine 5
Blueprint Scripting
C++ Programming
Animation Tools
UI/UX Systems (UMG)
Material Integration
Custom Tools & Editors
Replication & Multiplayer
Visual & Art
Blender 3D
Photoshop / Affinity Designer
Development Practice
  • Git Knowledge
  • Documentation & Support
  • Debugging & Validation
  • Modular Design Standards

Getting Started & Integrating Into Your Project

Ultimate Interaction Manager is designed to be as plug-and-play as possible. Once added to your project, you can have a fully functional interaction system working in just a few minutes.

In this section, we’ll walk through how to:

  • Add the Interactor to your Player Controller
  • Connect your input logic (Enhanced Input or manual)
  • Add the Interaction Target component to any actor
  • Begin handling interactions with Blueprint events

Adding the Interactor Manager to Your Player Controller

Let’s start by adding the core component to your controller.

  1. Open your Player Controller Blueprint
  2. In the Components panel, click + Add and choose Manager_Interactor
  3. Compile and save

You now have interaction scanning and logic built in.

Connecting Input (Enhanced or Manual)

By default, the system uses Enhanced Input. You’ll need to map your interaction input properly:

If you’re using Enhanced Input:

  1. Add the InputAction_Interaction asset to your Input Mapping Context
  2. Make sure it’s bound to the right key (e.g. E, F, etc.)
  3. Call the input logic in your Pawn or Controller, using the manager interface (see next image)

You can also customize how and when the action is executed depending on whether you possess a pawn at runtime.

If you’re not using Enhanced Input:

  1. Enable Use Custom Keys under the Interaction Target component
  2. Define the Custom Keys array with whatever keys you’d like
  3. The system will check those keys manually on tick — no input system needed

This makes it extremely flexible across different input setups or project templates.

Interactor Manager Settings

Click on the Manager_Interactor component in your controller to view available settings:

  • Default Widget Pool Size – Number of UI widgets created at BeginPlay
  • Pending Target Check Interval – How frequently the system scans for interactables
  • Interaction Input Action – Link to your Enhanced Input reference
  • Widget Screen Margin – Buffer between marker edge and screen edge
  • Screen Radius Percent – Controls off-screen widget position on the circular boundary

These settings are fully exposed and tweakable from the Details panel.

Making an Actor Interactable

To turn any actor into an interactable:

  1. Open the actor Blueprint
  2. In the Components panel, click + Add and select Manager_InteractionTarget
  3. Compile and save

That’s it — the actor is now part of the interaction system.

You can now start customizing how it looks, behaves, and reacts to interaction.

Preview: What’s Coming Up

In the next section, we’ll cover Interaction Target Configuration, including:

  • Marker visuals
  • Highlight settings
  • Interaction zones
  • Different interaction types
  • Replication and cooldown methods

You’ll see how to fully customize your interactables — both visually and behaviorally.

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