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 _Validate and _Implementation suffixes
  • Configurable detection intervals for performance tuning

For upcoming features and planned improvements, join the Discord community.