OwnInteract — Interaction System

Version 1.1.0 · Unreal Engine 5.7 · C++ Plugin with Full Blueprint Support


What is OwnInteract?

OwnInteract is a production-ready interaction system for Unreal Engine that lets players interact with objects in your game world. Built in C++ for maximum performance, every feature is fully exposed to Blueprints — no C++ knowledge required.

Whether you’re building an FPS, RPG, adventure game, or VR experience: OwnInteract handles detection, input, UI, multiplayer replication, and anti-cheat out of the box so you can focus on designing great interactions.


Feature Highlights

Category Details
Interaction Types Instant · Hold · Instant & Hold (hybrid tap/hold)
Detection Methods Line Trace · Sphere Trace · Overlap · Cone
Multi-Point Multiple interaction zones on a single object
Multi-Option Scroll-wheel option selection (e.g. Take / Inspect / Equip)
Filtering Tag-based · Angle-based · Distance-based · Priority system · CanInteract
Widget System Screen-space prompts · Fade-out · Input device hints
Highlight System Custom depth stencil outline on focused objects
Input Device Automatic Keyboard/Mouse ↔ Gamepad detection
Multiplayer Server-authoritative · replicated state · built-in anti-cheat
AI Support Manual target assignment for NPC interactions
Performance Configurable detection intervals · minimal per-frame overhead

Ideal For

Genre Example Use Cases
Adventure / Exploration Examine objects, pick up items, solve puzzles
RPG Talk to NPCs, loot chests, activate mechanisms
FPS / Shooter Pick up weapons, open doors, use terminals
VR Point-and-interact with Cone detection
Multiplayer Synchronized interactions with server validation

Documentation

Setup

Page Description
Installation Add the plugin to your project
Getting Started First working interaction in 5 minutes

Reference

Page Description
Core Concepts Architecture, interaction types, detection, multi-point, multi-option, highlight
API Reference Complete property, event, and function reference
Troubleshooting Solutions to common problems
FAQ Frequently asked questions

Architecture at a Glance

Player Character
└── InteractionComponent          ← Detects objects, sends input, handles AI
       ↓  detects & communicates
World Object
├── InteractableComponent         ← Receives events, manages state & highlight
│   ├── InteractionPoints[]       ← Optional: multiple zones on one object
│   └── InteractionOptions[]      ← Optional: multiple choices (scroll wheel)
└── WidgetComponent               ← Displays interaction prompt (screen-space)

Two components, clear separation of concerns, fully event-driven. Add them to your Blueprints and you’re ready to go.


Quick Example

Player presses E near a chest:

  1. InteractionComponent detects the chest via Line Trace
  2. Chest gets a highlight outline — widget appears “Open”
  3. Player presses E → StartInteraction()
  4. Server validates → OnInteract fires on the chest
  5. Your Blueprint logic runs (open animation, loot, etc.)
  6. Player looks away → highlight off, widget fades out

That’s the full lifecycle. Every step is configurable.


Support

Created by OwnRules · License Unreal Engine Marketplace EULA

Found a bug or need help? Include your UE version, reproduction steps, and expected vs. actual behavior when reaching out via the Marketplace support page or Discord.


Last updated · 2026-03-30 · Documentation v2.1