Tala Esenlikler

Initial UE 5.7 release

Editor Workflows

Use the editor factories and custom asset editor for definitions, requirements, prompt providers, widget payloads, and execution actions.

Interaction Framework 1.0.0 UE5.7

Target Definition Asset

Create an Interaction Runtime Target Definition asset from the Interaction Framework asset category. The custom asset editor is designed for editing points, variants, command rows, requirements, execution actions, prompt providers, payloads, policy profiles, and theme colors in one asset.

Editor Panels

Use the Points list and Point Details for point id, point kind, linked group id, admission capacity, proximity, widget projection, widget payload, theme color, and point requirements. Use the Variants list and Variant Details for variant state, participation policy override, widget payload override, selection scope, delay policies, proximity overrides, widget projection overrides, and Enter Requirements. Use the Command Surface and Command Details for row type, command id, activation mode, input action, prompt text provider, command requirements, execution actions, and the Solo/Co-op command mode.

Starter Rows And Validation

The authoring actions create useful defaults. Adding a point creates a normal point with one default variant and one default command row. The definition validator then guides the remaining required fields: point id, command id, interactive input action, valid timing values for hold or multi-tap patterns, valid linked-group references, compatible composite variants, Enter Requirements that match the variant selection mode, and valid widget payload classes.

Blueprint Factories

The editor module adds factories for common extension classes. Use them to create Blueprint subclasses for interaction requirements, prompt text providers, widget payloads, and command execution actions. These classes are designed to be assigned as instanced objects inside target definitions.

Solo And Co-op Command Editing

Command Details has a Solo/Co-op control. Solo keeps the command as a single-interactor command and shows the normal command pattern/release fields. Co-op switches the row into multi-participant authoring and reveals the Multi Participant section with Required Participants, Enter Mode, Enter Release Behavior, Pattern, Release Behavior, Resolution Policy, Cancel Input Action, Commit Hold Duration, Pattern Tap Count, Pattern Tap Window, Contribution Rate Per Second, and Decay Rate Per Second.

Definition Change Refresh

When a target definition changes in the editor, target component templates and related Blueprint assets can refresh their definition-derived state. If an actor preview looks stale after major authoring changes, reopen the asset or refresh the owning Blueprint so point and variant data is rebuilt.

Recommended Editor Workflow

  1. Create the definition asset first.
  2. Use the starter point/variant/command rows, or press Add Point if the definition is empty.
  3. Assign the point id, command id, and input action needed by the first command.
  4. Create any custom requirement, prompt provider, payload, or action Blueprints the definition needs.
  5. Assign those Blueprint instances in the definition.
  6. Place or open the target actor Blueprint and assign the definition to its target component.
  7. Add point bindings in the actor Blueprint when points need transforms from components or sockets.
  8. Play in editor and verify focus, prompt projection, command activation, authority-owned state changes, and outcome behavior.

Asset Creation Workflow

The editor module provides the target definition asset workflow and factories for Blueprint-extensible policy objects. Designers create the target definition asset, open it in the custom editor, and edit the starter point, variant, and command row before adding more rows.

Blueprint Factory Targets

Keep project-authored subclasses in project content. Reference them from target definitions through inline object fields or class/object properties exposed by the authoring structs.

Daily Authoring Loop

  1. Create or open the target definition asset.
  2. Use the starter point, variant, and command row when present.
  3. Change ids first, then ranges, then command input, then requirements, then actions.
  4. Use validation before testing in play.
  5. Return to the definition only for authored content changes; use runtime components for play-state changes.

Blueprint Factory Workflow

The editor-facing factories are intended to keep extension objects discoverable for designers. Create requirement, execution action, prompt provider, and widget payload Blueprints through the provided asset workflows, then assign instances or subclasses in the target definition fields that expose those extension points.

Review Checklist Before Shipping Content

  • Every point id and command id is stable and unique in its intended scope.
  • Single-variant points do not carry unnecessary variant ids.
  • Multiple variants have clear ids and selection behavior.
  • Every interactive command has an input action.
  • Every saveable target has stable save identity.
  • Composite and linked group surfaces validate after row reorder operations.