Tala Esenlikler

Initial UE 5.7 release

Points And Proximity

Configure point ids, point kinds, point-of-interest ranges, proximity behavior, and point bindings.

Interaction Framework 1.0.0 UE5.7

Point Ids

A point id is the stable name for an authored interaction location. It appears in runtime handles, prompt data, save state, route identity, and Blueprint lookups. Use one id for one gameplay meaning. Do not reuse a removed id for a different point if existing saves or Blueprints may still reference it.

Point Kinds

  • Normal points describe a single independent affordance.
  • LinkedGroup points participate in shared group behavior through a linked group id.
  • Composite points gather child entries into a combined command surface.

Point Of Interest And Interaction Ranges

Point proximity settings control when an interactor can discover, focus, and activate a point. Use generous discovery ranges when prompts should show before the player reaches exact activation range. Use tighter interaction ranges when activation should require close positioning.

Point Bindings

Point bindings live on UInteractionRuntimeTargetComponent. They connect authored point ids to components or sockets on the target actor. A missing binding can leave a point with an unexpected transform, which usually appears as prompt projection drift, impossible focus, or prompts at the actor origin.

Runtime Refresh

When game code changes a target component’s definition or bindings at runtime, call RefreshRuntimeStateFromDefinition. This rebuilds runtime state from the current authored data and keeps registration, point state, and prompt surfaces aligned.

Focus Tuning Path

Point range authoring and runtime focus scoring work together. Point definitions describe where interaction is possible; UInteractionRuntimeInteractorComponent decides which registered handle becomes focused. Start with conservative proximity ranges, then tune project-level focus weights in UInteractionFrameworkRuntimeDeveloperSettings only after the point bindings and authored ranges are correct.

Verification

  • The point id exists in the definition and any PointBindings entry uses the same id.
  • The point has a distance origin either from authored location data or a bound scene component.
  • The active variant has at least one visible command row when requirements pass.
  • If focus switches too aggressively, review Focus And Spatial Queries before widening every point range.

Point Authoring Decision Tree

  • Use one normal point when the actor has one interaction location.
  • Use multiple normal points when the actor has independent physical locations, such as two handles.
  • Use linked groups when several points share group behavior but remain separate authored locations.
  • Use composite points when several authored entries should project as one combined surface.

Point Binding Diagnosis

If a prompt shows in the wrong location, verify the target actor component name, socket name, point id, and whether the binding uses the same id as the definition. If the prompt shows at the actor origin, the runtime likely could not resolve the intended binding or distance origin.

Range Diagnosis

If a prompt never shows, temporarily widen the point range and lower strict view requirements. If it then shows, tune the authored range back down. If it still does not show, the problem is registration, point id, binding, target enabled state, command visibility, or UI.