Blueprint API Summary¶
Everything on this page is BlueprintCallable / BlueprintPure /
BlueprintAssignable: MovaInteract is designed so a pure-Blueprint project can
drive the whole system with no C++.
Interaction¶
Node |
Class |
Purpose |
|---|---|---|
|
Interactor |
Trigger the closest aimed interactable. |
|
Interactor |
Trigger a named Cycle/Group directly. |
|
Interactor |
Trigger by raw tag string. |
|
Interactor |
Gamepad radial-menu selection. |
Grab¶
Node |
Class |
Purpose |
|---|---|---|
|
Grab |
Pick up / drop / throw. |
|
Grab |
Queries for prompts and UI. |
Save / load¶
Node |
Class |
Purpose |
|---|---|---|
|
|
Snapshot every IC in the level. |
|
|
Restore them. |
Presets¶
Node |
Purpose |
|---|---|
|
Every built-in + user preset. |
|
Replace an IC's bundle with a preset's. |
|
Manage user presets. |
|
Flag what a preset transplant needs wired before applying. |
Decision hooks (override in a C++ subclass)¶
CanExecuteGroup and similar BlueprintNativeEvent hooks let a game apply
project-specific rules (permissions, quest state) without touching plugin code.
See Runtime Components.
Events to bind¶
Event |
Fires when |
|---|---|
|
The Interactor's aim enters/leaves an interactable: drive your prompt widget. |
|
A group with |
|
Grab lifecycle. |
|
The highlighted wedge changed. |
Full signatures: Interactor API, Grab API.