Interaction Target Configuration
Now that you’ve added the interaction target component to your actors, it’s time to customize how they behave, respond, and look in-game.
The Manager_InteractionTarget component comes with a full suite of editable settings — all exposed directly in the Details panel. These let you control everything from visual markers and input behavior to network replication and interaction types.
Let’s walk through each group of settings and what they do.
Marker Settings
These control the on-screen or off-screen visual indicators that show players what they can interact with.
- Marker Component Name – Name of the component the marker will follow. Leave empty to attach to root.
- Display Progress – Shows a circular progress bar during Hold/Repeat interactions. Disabling it plays an animation instead.
- Display Triangle – Adds a small triangle below the marker (optional visual cue).
- Flash POI / Target Icon – Enables visual flashing when POI or interaction state changes.
- Rotate Interaction Icon – Rotates the progress bar icon while interacting.
Color & Icon Settings:
- Fully customizable — pick colors for Target, POI, Interaction foreground/background
- Assign any Texture2D or Material to override the default marker visuals
- Marker icons support both static textures and dynamic materials
Highlight Settings
Want to make objects stand out when targeted?
- Components to Highlight – Add any number of mesh or static mesh components
- Highlight Color – Choose a glow or emissive outline color
This is great for making objects visually respond to interaction range or state changes.
Interaction Settings
This section controls how the interaction behaves:
- Interaction Text – Displayed at different interaction states: Waiting, Interacting, Done
- Interaction Zone Component to Attach – Which component defines the overlap zones (e.g. a box or sphere)
- Inner Zone Radius – Defines when the interaction can start
- Outer Zone Extent – Defines when the marker becomes visible
Interaction Behavior Types:
- Tap – Single press
- Hold – Hold for X seconds
- Repeat – Tap multiple times
Network Handling Options:
- Keep Enabled – Allows other players to interact simultaneously
- Block During Interaction – Prevents multiple players from using at once
Timing Parameters:
- Hold Seconds – Required time for Hold interactions
- Repeat Count – Number of taps needed for Repeat
- Repeat Cooldown – Delay between taps
- Cooldown Enabled – Toggle whether the interaction must wait before being reused
Key Settings
Control what input is allowed:
- Display Interaction Key – Show the assigned key above the marker
- Use Custom Keys – Ignore all system inputs and manually define your own
- Custom Keys – Array of acceptable inputs for this actor (works even without Enhanced Input)
This is especially helpful for minigames, puzzles, or special use-cases where you want one-off input logic.
On Finished Settings
What happens when an interaction completes?
- Finish Method – Choose from various post-interaction behaviors (see dropdown in your component):
- Destroy On Completed
- Deactivate
- Reactivate after duration
- Handle Canceled / Completed separately
- Combo behaviors (e.g. deactivate on cancel, destroy on complete, etc.)
- Reactivation Duration – Delay before a deactivated interaction becomes active again
This makes it easy to build reusable interactables (like levers or terminals), or disposable ones (like pickups or destructibles).
Event Dispatchers
Every target comes with five pre-built Blueprint events:
- On Interaction Begin
- On Interaction Updated (useful for progress)
- On Interaction End
- On Interaction Reactivated
- On Interaction Deactivated
Just bind to these in your actor’s Event Graph to respond with sound, animation, logic, UI, or anything else.
What’s Next?
Your interaction targets are now fully configurable, from behavior to visuals to networking.
In the next section, we’ll walk through how to use and modify the dynamic UI marker system, including widget pooling, off-screen indicator control, and marker performance tips.