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

Overview

Looking to make every object in your game world interactable — and fully replicated?

Ultimate Interaction Manager is your solution.

This component-based, network-ready system turns any actor into an interaction target with just a few clicks. From custom progress markers and highlight outlines to replicated callbacks and dynamic input handling, this system is designed to be powerful, modular, and game-ready.

Whether you’re building a survival game, a shooter, or a cinematic narrative experience — UIM fits right in.

What Is It?

Ultimate Interaction Manager is a Blueprint-first system built around two components:

  • Manager_Interactor (added to the Player Controller)
  • Manager_InteractionTarget (added to any actor you want to make interactable)

These components work together to:

  • Detect interactable objects
  • Display markers with pooled widgets
  • Handle various interaction types (Tap, Hold, Repeat)
  • Replicate interaction states across server & clients
  • Trigger Blueprint-based runtime events (Begin, End, Reactivate, etc.)

Key Features

  • Fully replicated interaction flow with configurable network handling
  • Dynamic UI markers with widget pooling and customization
  • Component-based design — drag & drop integration
  • Multiple interaction types: Tap, Hold, Repeat
  • Enhanced Input support, or fallback to manual/custom key input
  • Customizable finish logic: destroy, deactivate, reactivate, cooldown
  • Point of Interest (POI) integration, marker offsets, triangle/progress indicators
  • Highlight shader triggers for visual feedback
  • Fully Blueprint-exposed and interface-compatible
  • Commented and structured for clarity and extensibility

Who Should Use This?

This system is perfect for:

  • Developers working on multiplayer or networked games
  • Designers who want to visually author interactables without code
  • Blueprint-first projects in need of flexible UI + behavior
  • Teams needing multiple types of interaction handling per object

It’s already used in full game frameworks and is ready to scale from prototype to production.

How Is It Structured?

At a high level:

  • Players use Manager_Interactor to detect and interact with nearby objects
  • Actors use Manager_InteractionTarget to define behavior, visuals, and network rules
  • Interaction results are handled through Blueprint Event Dispatchers (Begin, End, Updated, etc.)
  • Visual widgets (markers, progress bars) are managed by a widget pool for performance
  • Input can be triggered via Enhanced Input, or you can provide custom keys manually

Supported Features

  • Engine: Unreal Engine 5.0 – 5.4
  • Platforms: Windows & Mac
  • Input: Keyboard, Mouse
  • UI: Widget-based, screen-space & off-screen indicators
  • Networking: Server-authoritative, client-safe interaction logic
  • Tools: Exposed properties in Details panel, no C++ required

Important Notes

  • This system assumes cosmetic replication (like sounds, animations) is handled by you — logic replication is fully built-in
  • Requires Enhanced Input Plugin (Epic’s default plugin) to match the demo behavior
  • Assets shown in demo images/videos are not included — this is a code & system-focused asset
  • Includes fully commented example Blueprints and a demo map to test behavior out of the box
What’s Next?

In the next section, we’ll walk through how to add Ultimate Interaction Manager to your own project, integrate it with your Player Controller, and begin making any actor in your game world interactable.

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