Advanced
MIS allows to manage many things dynamically
You can look in the Demo folder, you have some examples.
Actor Component - Events
To bind an event to an actor component, there are several possibilities.
1. Click on the actor component and look at the Events
category in the Details
menu
2. You can bind via functions in the blueprints
Client Side:
"OnInteract (Player,Component,Layer,Type)" "OnHoveredInteract (Player,Component)" "OnUnHoveredInteract (Player,Component)" "OnInteractTextChange (Text)" "OnStartHoldInteract (Player,Type,Layer)" "OnFinishHoldInteract (Player,Type,Layer)" "OnMultipleTap (Component)" "OnFinishMultipleTap (Player,Layer)" "OnInteractReset" "OnInteractionRestart" "OnStopInteraction (Actor,Type,Layer,Cancelled)" "OnChangeInteract (Old Actor,Old Component,New Actor,New Component)"
____________________________________________________
Player = Pawn Actor = A_MIS_InteractComponent Component = Scene Component Type = E_MIS_InteractType Layer = Integer Cancelled = Boolean Text = Text
BPI_MIS
The BPI_MIS
interface allows to manage the interaction on the actor himself so the parent of the child actor.
Client Side:
"CanInteract (Player,Component,Layer)": If the player can interact with or not "GetInteractionText (Player,Component)": The text that will be displayed Player = Pawn Component = A_MIS_InteractComponent Layer = Integer
Child Actor - Events
To bind an event to a child actor it is important to get the Child Actor
variable and cast it to A_MIS_InteractComponent
, then you can bind the event you want
Server Side:
"ED_OnInteract (Player, Component)": when interaction is valid and made
Client Side: "ED_OnHovered (Player, Component)": when an interaction is hovered "ED_OnUnHovered (Player, Component)": when an interaction is unhovered "ED_OnMultipleTapChanged (Current, Required)": when a Multiple Tap interaction changes
Player = Pawn Component = A_MIS_InteractComponent Current/Required = Integer
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