Interactor API¶
Quick-reference for the Blueprint / C++ surface of
UMovaIxInteractorComponent. For setup and usage narrative, see
The player Interactor: setup and use.
Triggering¶
-
void UMovaIxInteractorComponent::TargetInteraction(int32 ChoiceIndex = 0)¶
Executes the interaction logic associated with a specific choice index.
Use 0 for Primary Interaction, the default, 1 for Secondary, and so on.
- Parameters:
ChoiceIndex -- Index of the 'Choice' ('>' tag) to trigger from the current ActionTargets.
-
void UMovaIxInteractorComponent::TargetStop()¶
Forces the currently targeted interactive object to cancel or stop its active State immediately.
Useful for interrupting animations, closing UI screens, or halting physical movement.
-
void UMovaIxInteractorComponent::TargetImpact(float ImpactStrength = 1000.0f)¶
Applies a physical impact or "hit" signal to the currently targeted interactive object.
Useful for physics-based reactions, haptic feedback, or triggering destructibles.
- Parameters:
ImpactStrength -- Magnitude of the force or impulse to apply.
Server RPCs (routed via this component on the client)¶
These are what TargetInteraction, TargetImpact, and the typed-command / proximity
paths call under the hood. Call the client-facing wrappers instead of these
directly. They are listed here because the routing pattern matters for
Multiplayer.
-
void UMovaIxInteractorComponent::Server_TargetInteraction(UMovaIxComponent *IC, int32 ChoiceIndex, FName AnchorName)¶
Client RPC: asks the server to run the chosen interaction. => Resulting Actions replicate to all clients.
- Parameters:
IC -- Interactive Component being targeted.
ChoiceIndex -- Which prompt choice (Primary/Secondary/Ternary slot) to run.
AnchorName -- Anchor/sub-Target the interaction applies to.
-
void UMovaIxInteractorComponent::Server_TargetAction(UMovaIxComponent *IC, FName GroupName, FName TargetName)¶
Client RPC: asks the server to run a raw Action Group / Target on an interactive Component.
Routes via this player-owned Component: the Server RPC reaches the server.
Used by the per-key typing path, ex: a laptop key runs "Key_A".
- Parameters:
IC -- Interactive Component to drive.
GroupName -- Action Group to run.
TargetName -- Sub-Target the Action applies to.
-
void UMovaIxInteractorComponent::Server_TargetTags(UMovaIxComponent *IC, const TArray<FName> &Tags)¶
Client RPC: asks the server to run tag expressions on an interactive Component.
Routes via this player-owned Component: the Server RPC reaches the server.
Used by the typed-command path (KeyCommands) and by proximity enter / leave tags.
- Parameters:
IC -- Interactive Component to drive.
Tags -- Tag expressions to run, ex: "!Open @Drawer1".
-
void UMovaIxInteractorComponent::Server_TargetImpact(UMovaIxComponent *IC, float ImpactStrength)¶
Client RPC: asks the server to apply a physics impact to an interactive Component.
Routes via this player-owned Component: the Server RPC reaches the server.
Server re-traces, it doesn't trust the client's hit.
- Parameters:
IC -- Interactive Component to hit.
ImpactStrength -- Strength of the hit, clamped server-side.