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

TargetInteraction

Interactor

Trigger the closest aimed interactable.

TargetAction

Interactor

Trigger a named Cycle/Group directly.

TargetTags

Interactor

Trigger by raw tag string.

SetRadialSelectDirection / GetRadialSelectedIndex

Interactor

Gamepad radial-menu selection.

Grab

Node

Class

Purpose

ToggleGrab / GrabAimed / ReleaseHeld / ThrowHeld

Grab

Pick up / drop / throw.

IsGrabbable / IsHolding / GetHeldComponent

Grab

Queries for prompts and UI.

Save / load

Node

Class

Purpose

SaveInteractiveGame

UMovaIxSaveLibrary

Snapshot every IC in the level.

LoadInteractiveGame

UMovaIxSaveLibrary

Restore them.

Presets

Node

Purpose

ListPresets

Every built-in + user preset.

ApplyPresetToComponent

Replace an IC's bundle with a preset's.

SaveUserPreset / DuplicateToUserPreset / DeleteUserPreset

Manage user presets.

GatherUnresolvedPresetNames

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

OnInteractEnter / OnInteractLeave

The Interactor's aim enters/leaves an interactable: drive your prompt widget.

OnInteractHoldProgress

A group with ConfirmTime is being held: drive a progress ring.

OnGrabbed / OnReleased / OnThrown

Grab lifecycle.

OnRadialSelectionChanged

The highlighted wedge changed.

Full signatures: Interactor API, Grab API.