Functions
Easy Interaction System exposes two components and a Blueprint Function Library. Below is the full reference for each.
Blueprint Node Preview
InteractionTriggerComponent 🎛️
Add this component to any actuator actor (button, lever, pressure plate, character…). It holds the list of target IDs and exposes all the functions to fire interactions.
TriggerInteractionByIDArray
void TriggerInteractionByIDArray()
Activates interactions on all receivers whose IDs match the entries stored in the component's IDs_Table. This is the most common function — use it to trigger one or more receivers at once.
When to use: A button that opens multiple doors simultaneously.
TriggerInteractionByID
void TriggerInteractionByID(int ID)
Activates the interaction of a single receiver whose ID matches the one passed as a parameter. Ignores the IDs_Table.
When to use: When you need to target one specific receiver dynamically at runtime.
TriggerInteractionByIDArray — with data
void TriggerInteractionByIDArrayWithBool(bool Value)
void TriggerInteractionByIDArrayWithInt(int Value)
void TriggerInteractionByIDArrayWithFloat(float Value)
void TriggerInteractionByIDArrayWithString(FString Value)
void TriggerInteractionByIDArrayWithVector(FVector Value)
void TriggerInteractionByIDArrayWithActor(AActor* Value)
Same as TriggerInteractionByIDArray, but sends a typed payload to all matching receivers. The receiver can then read the value inside its corresponding OnInteractReceiver_* event.
When to use: A lever that sends its rotation angle (float) to a connected mechanical system.
TriggerInteractionByID — with data
void TriggerInteractionByIDWithBool(int ID, bool Value)
void TriggerInteractionByIDWithInt(int ID, int Value)
void TriggerInteractionByIDWithFloat(int ID, float Value)
void TriggerInteractionByIDWithString(int ID, FString Value)
void TriggerInteractionByIDWithVector(int ID, FVector Value)
void TriggerInteractionByIDWithActor(int ID, AActor* Value)
Same as TriggerInteractionByID, but sends a typed payload to the single matching receiver.
When to use: Sending the instigator actor reference to a specific door so it can play a personalized animation.
InteractionReceiverComponent 🎯
Add this component to any receiver actor (door, trap, light, collectible…). Assign it a unique ID. The component exposes events that fire when an interaction targets this ID.
OnInteractReceiver
Event OnInteractReceiver()
Fires when any trigger sends an interaction to this receiver's ID (no data). Bind a custom Blueprint function to this event to execute your logic.
When to use: Opening a door, toggling a light, playing an animation.
OnInteractReceiver — with data
Event OnInteractReceiver_Bool(bool Value)
Event OnInteractReceiver_Int(int Value)
Event OnInteractReceiver_Float(float Value)
Event OnInteractReceiver_String(FString Value)
Event OnInteractReceiver_Vector(FVector Value)
Event OnInteractReceiver_Actor(AActor* Value)
Same as OnInteractReceiver, but also exposes the typed payload sent by the trigger. Use the matching event variant to receive the correct data type.
When to use: A trap that receives a float to determine how hard it should spring, or a door that receives the player Actor to know who opened it.
InteractionReceiverComponent in your actor, then look in the Details panel on the right — all bindable events are listed there.EIS_Hub — Blueprint Function Library 📚
EIS_Hub is a static Blueprint Function Library that lets you query all interaction components present in the scene at runtime.
GetAllTriggerComponents
Array<UInteractionTriggerComponent*> GetAllTriggerComponents()
Scans all actors in the scene, extracts their InteractionTriggerComponent, and returns them as an array. Useful for building a global interaction manager or debugging your setup.
GetAllReceiverComponents
Array<UInteractionReceiverComponent*> GetAllReceiverComponents()
Scans all actors in the scene, extracts their InteractionReceiverComponent, and returns them as an array. Useful for resetting states, iterating over all receivers, or building save/load logic.
Data Types Overview
| Type | Trigger function suffix | Receiver event suffix |
|---|---|---|
| None | (no suffix) | (no suffix) |
| Bool | WithBool | _Bool |
| Int | WithInt | _Int |
| Float | WithFloat | _Float |
| String | WithString | _String |
| Vector | WithVector | _Vector |
| Actor | WithActor | _Actor |