ue5-world-interaction · git:20260302.11fee6c · 2026-03-02 · sha256 5044b06b2a0e7e51
ue5-world-interaction git:20260302.11fee6cA
Immutable. This exact content is served forever at /api/v1/blob/5044b06b2a0e7e51.
--- name: ue5-world-interaction description: UE5.6/UE5.7 world interaction systems for pickups, spawners, overlap/trace checks, and visual feedback. Use when requests involve interactive world actors, spawn logic, pickup behavior, interaction radius checks, success/failure feedback, and actor lifecycle control. --- # Quick Start - Define interaction model: overlap-driven, trace-driven, or explicit use key. - Define actor set: pickup actor, optional spawner, optional visual mapping data asset. - Output runtime state transitions from spawn to interaction resolution. # Workflow - Build actor components (root, collision, visual mesh/effect) and defaults. - Implement interaction eligibility checks (distance, authority, target validity). - Apply gameplay effect on success and failure with explicit result object. - Add visual/audio feedback and optional UI toast hooks. - Finalize lifecycle policy: destroy, disable, or keep actor after interaction. # Constraints - Keep interaction validation server-authoritative in multiplayer. - Ensure collision channels and trace responses are explicit. - Keep spawner randomization deterministic when reproducibility is needed. - Avoid hidden side effects in `Tick` without clear need. # Failure Handling - If pickup fails due to capacity/conditions, keep actor state stable and report reason. - If overlap triggers multiple times, guard with active/in-progress state. - If spawned actors leak, track and clean managed instances on respawn. # Escalation - Escalate when design requires persistent world state synchronization across sessions. - Escalate when system must integrate with GAS ability targeting rules.