Plugins

Introduction

A plugin designed to simplify actor interactions in Unreal Engine using a unique ID-based system.
Easy Interaction System (FAB Listing)

What is Easy Interaction System?

Easy Interaction System is a plugin designed to facilitate interactions between an actuator and a receiver in Unreal Engine, using a unique ID system to manage connections.

The concept is simple:

  • An Actuator 🎛️ holds a list of IDs corresponding to the receivers it can activate.
  • A Receiver 🎯 has a unique ID to identify it.
  • When the actuator is triggered, it sends a signal to all receivers with matching IDs. 📡


Why Use Easy Interaction System?

Easy Interaction System removes the need for complex, hard-to-maintain Blueprint setups. Instead of creating manual references between every actor, you simply assign IDs and let the plugin handle the communication.

ID-Based System

Link multiple actuators to multiple receivers without any hardcoded references.

Time-Saving

Quickly set up interactive elements like doors, levers, pressure plates, and buttons.

Flexible & Scalable

Works seamlessly with both small prototypes and large-scale games.

Blueprint & C++ Compatible

Use it your way — fully supported in both Blueprints and C++.


Perfect For

  • Open-world games — Easily manage doors, lights, and interactive elements across large environments.
  • Puzzle games — Create button-based mechanisms and chain reactions effortlessly.
  • Multiplayer projects — Keep interactions organized and optimized without race conditions.
  • Prototyping — Quickly test interactive elements without writing complex scripts.

Installation

Download the plugin

Purchase and download Easy Interaction System from Fab.

Activate the plugin

In Unreal Engine, go to Edit → Plugins → Easy Interaction System and tick the checkbox to enable it.

Restart the editor

Restart Unreal Engine when prompted to complete the activation.


Quick Setup

Add the Trigger

On your actuator actor (button, character, lever…), add the InteractionTriggerComponent and fill in the IDs of the receivers you want to trigger.

Call the interaction

From the trigger component, call the appropriate interaction function (e.g. TriggerInteractionByIDArray) at the right moment in your Blueprint logic.

Add the Receiver

On your receiver actor (door, trap, light…), add the InteractionReceiverComponent and assign it a unique ID.

Bind the event

Select the InteractionReceiverComponent and, in the Details panel, bind the OnInteractReceiver event to execute your custom logic when the interaction fires.


Support

Discord

Join the Discord server for help, feedback, and updates.