Files
inventory-system-plugin/Source/ItemWorld/Public/WorldInteractionComponent.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

32 lines
1.3 KiB
C++

// Copyright ExByte Studios. Item Interaction Ecosystem.
#pragma once
#include "CoreMinimal.h"
#include "ItemInteractionComponent.h"
#include "WorldInteractionComponent.generated.h"
/**
* The interaction executor to put on a player pawn in a project that uses the
* world modules. Extends the base with the modes that need ItemWorld types:
* carry, drop-held, equip, install/remove from world slots, and drop-from-inventory
* (stages 6-8). Keeps ItemInteraction free of any ItemWorld dependency.
*/
UCLASS(ClassGroup = (Interaction), meta = (BlueprintSpawnableComponent))
class ITEMWORLD_API UWorldInteractionComponent : public UItemInteractionComponent
{
GENERATED_BODY()
protected:
virtual bool ExecuteAuthorized(const FInteractionContext& Context, const FInteractionOption& Option, const FInteractionRequest& Request) override;
virtual bool HandleDropFromInventory(FGuid InstanceId) override;
private:
bool ExecuteCarry(const FInteractionContext& Context, bool bPhysics);
bool ExecuteDropHeld(const FInteractionContext& Context);
bool ExecuteInstall(const FInteractionContext& Context);
bool ExecuteEquip(const FInteractionContext& Context, const FInteractionRequest& Request);
bool ExecuteUseHeldOnTarget(const FInteractionContext& Context, const FInteractionOption& Option);
bool ExecuteRemoveFromSlot(const FInteractionContext& Context);
};