Runtime Developer Settings
UInteractionFrameworkRuntimeDeveloperSettings controls interaction behavior shared by target and interactor components. Configure the input mapping context, focus scoring weights, focus hold and switch margin, network request policy, activation snapshot tolerance, maximum session duration, diagnostics, spatial query budgets, range caps, and target definition soft-asset preload behavior.
Example Gameplay Tags
bLoadExampleTags is enabled by default. This keeps bundled demo content and example target definitions usable immediately after install because their Interaction.* tags are visible in the Gameplay Tags editor. Disable it only after replacing demo tags with project-owned tags, then restart the editor.
Input Mapping Context
Assign the mapping context used by interaction input. The framework uses command input actions from target definitions and the configured mapping context to resolve prompt controls and bind visible interaction actions for the local player.
The plugin config assigns /InteractionFramework/Blueprints/Input/Interaction/IMC_Interaction by default so bundled demo content has valid input references immediately. The UI manager automatically adds the configured context to the local player Enhanced Input subsystem while an interactor is bound. Replace this with your own mapping context when your project owns its interaction input actions.
Focus Scoring
Focus settings decide which candidate point wins when multiple points are visible. Tune distance, view alignment, hold time, and switch margin together. A small switch margin can feel responsive but may flicker between nearby points. A larger margin holds focus longer but may feel less reactive.
Network Request Policy
Network request settings control how frequently clients send activation state and how tolerant the server is of stale activation snapshots. Tight tolerances reduce stale activations. Looser tolerances can make interactions feel smoother when focus changes quickly or network latency is higher.
Spatial Query Settings
Spatial query settings cap how much work interactors do while searching for nearby registered points. Tune query budgets and range caps for the size of your scenes and the number of interactable actors around the player.
UI Developer Settings
UInteractionFrameworkUIDeveloperSettings controls the default widget class, command string table, input prompt presentation rules, input-family profiles, input-family debounce, input asset preload behavior, projection clamp mode, viewport padding, ellipse alignment radii, projection smoothing, and route debug display. Use these settings to establish a project-wide prompt presentation baseline, then override per target or payload only where needed.
Input Prompt Presentation
Use global prompt presentation rules for layout-neutral labels and shared glyphs. Use input-family profiles when the same Unreal key should display differently for keyboard/mouse, generic gamepad, lettered face buttons, symbol face buttons, or alternate-letter layouts. Profile rules are checked before global rules.
The default configuration includes compact keyboard/mouse labels, compact shoulder/trigger/d-pad labels, and readable A/B/X/Y fallback text for generic gamepads. Projects that need custom button art can assign texture or material glyphs in the same rules without changing target definitions.
Command Text Localization
CommandStringTable resolves command labels from full command id tags. The plugin ships a default table at /InteractionFramework/Widgets/LocalizationStringTable, and the plugin config selects it by default. Add or edit rows with keys such as Interaction.Command.Open, Interaction.Command.NPC.Speak, or Interaction.Back, then put the visible prompt copy in Source String. Unreal 5.7 localization tools can gather and translate those string table entries.
Plugin Defaults Versus Project Defaults
The plugin config favors a working first-run setup: example tags, demo interaction input mapping, command string table, preload toggles, projection defaults, prompt presentation fallback labels, and diagnostic flags are configured up front. Projects should replace demo-facing defaults such as InteractionInputMappingContext and example tags when they move to project-owned input and tag taxonomies.
Full Settings Table
See Settings Reference for property-by-property defaults and tuning guidance.
Configuration Strategy
Project settings should tune broad runtime behavior, not compensate for incorrect target definitions. If one object is hard to focus, fix that object’s point ranges or bindings first. If every object is hard to focus, tune runtime focus settings. If widgets clamp incorrectly everywhere, tune UI projection defaults. If only one prompt is wrong, adjust that definition or widget payload.
Runtime Settings Areas
- Input mapping context reference controls the interaction input context used by runtime input setup.
- Focus weights, hold time, and score margin control focus selection and switching.
- Network request interval, route mismatch policy, session duration, and snapshot tolerance affect multiplayer activation validation.
- World query settings affect spatial-grid candidate limits and query budgets.
- Preload settings affect whether definition data is prepared ahead of runtime use.
UI Settings Areas
UI settings choose the default widget class and projection defaults used by prompt presentation. Treat these as project-wide defaults. Use per-definition projection settings and widget payloads when one target needs a different presentation.
Configuration Review Workflow
- Review authored point ranges and bindings before global focus settings.
- Review command input assets before input mapping context assumptions.
- Review widget class and projection defaults before widget-specific offsets.
- Review server request and snapshot tolerance settings only after command ids and focus state are correct.
- Review world query budgets when the level has many registered points near the same interactor.
Per-Target Overrides Versus Project Defaults
Use project settings for global feel. Use target definitions, point settings, variant overrides, widget payloads, and policy profiles for one target or one family of targets. If a single target needs special behavior, prefer authored data over changing every project’s global default.