Changelog
All notable changes to OwnInteract are documented here.
1.0.0 — Initial Release
Released alongside Fab Marketplace launch
Features
- 4 Detection Methods — Line Trace, Sphere Trace, Overlap, Cone
- 3 Interaction Types — Instant, Hold, InstantAndHold (hybrid tap/hold)
- Multi-Point Support — Multiple interaction zones on a single actor
- Multi-Option Support — Scroll-wheel selection between multiple actions
- Full Multiplayer Replication — Server-authoritative with validation, client prediction, and anti-cheat
- Screen-Space Widget System — Camera-facing prompts with fade-in/fade-out
- Custom Depth Highlight — Stencil-based outline on focused objects
- Input Device Detection — Automatic keyboard/mouse vs gamepad hint switching
- Tag, Angle & Distance Filtering — Fine-tune what each player can interact with
- Cooldown & Reusability System — Built-in one-shot or timed-reuse interactions
- AI / NPC Support — Manual target assignment bypasses detection
- Blueprint-Assignable Delegates — Full event-driven integration without C++
- CanInteract Override — Conditional interactions (locked doors, key requirements, quest gating)
Technical
- C++17 with full Blueprint exposure
- No Slate / SlateCore dependency (clean UMG-only UI)
- TWeakObjectPtr for safe actor references
- COND_SkipOwner replication for
bIsInteracting - Server RPCs with
_Validateand_Implementationsuffixes - Configurable detection intervals for performance tuning
For upcoming features and planned improvements, join the Discord community.