Creating a Chest
Blueprint:BP_Chest
Components:
Opening Container UI (C++ Example)
Transferring Items (UI Logic)
Player → ChestHold Interactions
Use hold interactions for harvesting, mining, long actions, etc.Configuration (Interaction Option)
Starting a Hold (C++ Concept)
Progress Feedback (Blueprint)
Completion & Cancellation
- On Hold Completed → Execute the interaction (give items, open door, etc.)
- On Hold Cancelled → Reset UI, optionally play cancel sound
InteractionComponent.
Tool Requirements
Gate certain interactions behind tools (e.g., pickaxe for mining, axe for chopping).Configuration (Interaction Option)
Validation Pattern
Range & Line-of-Sight
Trace Configuration
Typical defaults:TraceDistance:500.0fbUseSphereTrace:trueSphereTraceRadius:20.0f
Trace Types
- Line Trace: Precise, requires exact aim
- Sphere Trace: More forgiving, better UX
- Capsule Trace: Useful for tall objects
Line-of-Sight
Enable per-interaction:Animation Integration
Use interaction animations for better feel (pickups, opening chests, etc.).Basic Pattern
Foliage Interactions
UMI supports interacting with foliage instances placed via the Foliage tool.Foliage Hit Detection (C++)
Server RPC Pattern
All interactions should be server-authoritative:- Loot System (to spawn items or add directly)
- Respawn Manager (to regrow foliage later)