Tala Esenlikler

Initial UE 5.7 release

Troubleshooting

Diagnose missing focus, missing prompts, wrong widgets, invalid input, route mismatches, stale save ids, and projection issues.

Interaction Framework 1.0.0 UE5.7

No Focus

  • Confirm the target actor has UInteractionRuntimeTargetComponent and a definition assigned.
  • Confirm the target component is enabled and has registered during play.
  • Confirm the interactor component exists on the pawn or actor doing the scan.
  • Check point proximity ranges and spatial query range caps.
  • Check point bindings when the point should follow a component or socket.
  • Reduce competing focus candidates or tune focus scoring and switch margin.

No Prompt

  • Confirm the UI developer settings have a default widget class based on UInteractionUIWidgetBase.
  • Confirm the local player pawn has an interactor component so the UI manager can auto-bind.
  • Check whether requirements block visibility or command availability.
  • Check command row kind. A More marker pages entries and does not execute like a command.
  • Check that the command surface has entries after variant selection.

Wrong Widget Class

  • Check the UI default widget class.
  • Check widget payload overrides on the target definition, variant, point, or command.
  • Call SetDefaultWidgetClass only when the runtime should intentionally switch the default.

Invalid Command Input

  • Assign the input action on the command row.
  • Assign More, Back, or cancel input actions when those controls should show.
  • Check the runtime input mapping context setting.
  • Confirm the prompt is focused and visible when the input fires.
  • Check activation pattern settings such as hold duration, tap count, and tap window.

Authority-Only Calls Do Nothing

State-changing target functions should run through authoritative gameplay flow. If a client-side Blueprint toggles target enabled state or applies cooldowns without authority, prompt state may not change. Route the request through the same gameplay authority path that owns the target state.

Route Mismatch

Multi-participant route requests can fail when the focused target, point, command, phase, or route identity no longer matches the prompt that generated the request. Rebuild the prompt from current focus, then retry with the current surface entry.

Stale Save Ids

If imported state does not apply, check target save ids, owner save ids, point ids, and command ids. Import after targets have registered, and avoid renaming ids without a migration step.

Projection Or Clamping Issues

  • Check point bindings and target transforms first.
  • Check UI projection clamp mode, padding, alignment, and ellipse settings.
  • Check point, variant, payload, and widget projection overrides.
  • Handle behind-camera projection state in the widget instead of forcing the prompt to remain visible.

Authority And Save Problems

  • If a client-side Blueprint call seems to do nothing, check whether the function is marked authority-only and move the call to server-owned gameplay flow.
  • If activation fails on the server, inspect requirements, cooldowns, busy state, route identity, command id, and snapshot tolerance settings.
  • If restored state does not apply, compare target save ids, owner save ids, point ids, command ids, and variant ids against the authored definition.
  • If prompts flicker between nearby objects, tune focus hold time, score margin, point ranges, and view thresholds before changing UI code.

Systematic Debug Order

  1. Check authored structure: ids, variants, command rows, input actions, requirements, and execution actions.
  2. Check target actor setup: target component, definition assignment, point bindings, enabled state, replication when needed.
  3. Check interactor setup: component on the possessed pawn, focus ranges, visible handles, current surface.
  4. Check UI setup: widget class, UI manager binding, projection, payload, and row rendering.
  5. Check authority: activation request, server validation, replicated target state, route state, and save import timing.

Symptom Map

  • No focus: target registration, point transform, range, enabled state, or focus scoring.
  • Focus but no widget: UI manager, widget class, local pawn binding, or empty surface.
  • Widget but no command: command visibility, requirements, current page, row kind, or disabled state.
  • Command but no activation: input action, phase, cooldown, busy state, route mismatch, or authority rejection.
  • State changes locally but not in multiplayer: authority-only state change called on the wrong machine.
  • Save restore misses state: stale save id, import timing, or renamed point/command/variant id.