Files
inventory-system-plugin/Source/ItemInteraction/Public/InteractableComponent.h
Bonchellon 7f7e043a88 Initial commit: Item Interaction Ecosystem plugin (UE5.7)
Server-authoritative, data-driven item/inventory/interaction/carry/equipment/
world-slot/placement/crafting framework. 8 modules, compiles against UE 5.7.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-22 20:49:56 +03:00

49 lines
1.6 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "GameplayTagContainer.h"
#include "InteractableComponent.generated.h"
class UInteractionAction;
/**
* Marks an actor as interactable and lists the actions it offers (section 8.1).
* Attach to pickups, chests, vehicles, generators, doors, workbenches, corpses,
* placed items, quest objects, etc.
*/
UCLASS(ClassGroup = (Interaction), meta = (BlueprintSpawnableComponent))
class ITEMINTERACTION_API UInteractableComponent : public UActorComponent
{
GENERATED_BODY()
public:
UInteractableComponent();
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
FGameplayTag InteractableType;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
FText DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
float InteractionDistance = 250.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
bool bRequiresLineOfSight = true;
/** Free-form world tags exposed to the interaction context (e.g. Vehicle, Generator). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Interaction")
FGameplayTagContainer InteractionTags;
/** Explicit action classes this object offers (in addition to data-driven item rows). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Instanced, Category = "Interaction")
TArray<TObjectPtr<UInteractionAction>> AvailableActions;
/** Server-side soft claim so two players don't interact with the same object at once. */
UPROPERTY(BlueprintReadOnly, Category = "Interaction")
bool bIsBusy = false;
};