2 min read

Interaction System

Replicated “press / hold to use” interactions for UE5 — prompts, progress, and multiplayer-safe completion.

Source: InteractionSystemPlugin

What it’s for

Doors, pickups, consoles, hold-to-hack, talk-to-NPC — most games need a clean way for a player to focus something in the world and commit an input to it. In multiplayer, that has to be authoritative and fair: no double-looting, no phantom holds.

This is a fully replicated interaction system: player-side detection, interactable actors, prompts, hold progress, and notifications — built as components you can extend.

Why it exists

Interaction is one of those systems every project rewrites slightly differently, then breaks the first time you add multiplayer. We wanted a plug-and-play loop (look → prompt → press/hold → complete) that already assumes replication and leaves the “what happens when it completes” to you.

What you get (conceptually)

  • A player interact component with line-trace style focus detection
  • Interactable components that support press and hold (with progress)
  • A simple base interactable actor if you want inheritance instead of composition
  • Built-in prompt flow (“Press E to…”)
  • Hold progress that can drive a bar or custom UI
  • A small notification path for temporary feedback
  • Server-authoritative interactions and Blueprint-friendly delegates (focus changed, start, progress, complete, cancel)

No external plugin dependencies — it’s meant to sit beside your inventory, dialogue, or ability systems, not replace them.

Who it’s for

Multiplayer or single-player projects that want world interactions to feel polished early: clear focus, clear feedback, and a completion event you can hook game logic to.

Want the details?

Component names, input wiring, and extension points are in the repo:

github.com/BrokenGameplayStudios/InteractionSystemPlugin