Prompt System Roles
The UI layer displays runtime interaction state; it does not own shared gameplay state. UInteractionRuntimeInteractorComponent resolves focus and surfaces. UInteractionUIManagerSubsystem follows a local player interactor and owns prompt widget presentation. UInteractionUIWidgetBase receives projection, surface, control, payload, progress, outcome, paging, and route updates.
Automatic Local Player Binding
For the standard local pawn workflow, the UI manager can bind to the local player interactor automatically. You normally add the interactor component to the pawn and configure widget classes and settings; you do not need a manual registration step in the common path.
Projection Data
Prompt widgets receive projection bundles rather than raw target state. The bundle contains prompt entries, control entries, route projection, screen-space information, clamping state, filtered page state, and surface identity. A widget Blueprint can use events on UInteractionUIWidgetBase directly or query presentation helpers from UInteractionUIPromptBlueprintLibrary.
Text And Payload Layers
Prompt text providers build human-readable and structured prompt text from resolved runtime context. Widget payloads choose or configure widget instances for a point, variant, linked group, or requirement context. These two systems are separate: providers decide what the prompt says; payloads decide which widget is used and what project-specific data is applied to it.
Prompt Visibility Controls
Use Prompt Suppression when another local UI layer should hide generated prompts or hide non-focused prompts without clearing focus. Use Flow Guards when a state-changing command can collapse the current prompt surface before a custom widget has finished its transition.