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:
InteractionComponentdetects the chest via Line Trace- Chest gets a highlight outline — widget appears “Open”
- Player presses E →
StartInteraction() - Server validates →
OnInteractfires on the chest - Your Blueprint logic runs (open animation, loot, etc.)
- 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