📺 Trailer
🎮 Playable Demo
🔌 Demo Unreal Project (PLUGIN REQUIRED)
📽 Video Tutorials
📖 Documentation
📆 Roadmap
🛰 Discord
TwistedBytes Interaction System is a plugin for Unreal Engine that aims to solve a seemingly simple task - which is interactions. However, complexity grows quickly when trying to implement interaction gameplay mechanics that should support:
- Playing animations in-sync on multiple skeletal meshes (e.g. first-person and third person player models).
- Trigger events before, during, and after interactions, e.g. SFX, VFX, custom function calls, etc.
- Trigger events on specific animation montage frames.
- Multiplayer scenarios with client-prediction for lag-free user experiences.
- Proximity interactions.
- Cursor interaction for Top-Down games.
- Custom tracing for passive and active abilities.
Basic knowledge in Blueprints is all you need to make use of this plugin. It is built on top of the Gameplay Ability System (GAS) which is heavily battle-tested in popular games like Fortnite and Paragon. The plugin can be easily extended either using Blueprints or C++ as it is designed to be a solid framework for any type of gameplay interactions.
Next steps:
We highly recommend you to check out the documentation pages. The Getting Started section is for you, if you are in a hurry. For an in-depth explanation about the plugin's concepts and architecture, we prepared diagrams for you that will help you to understand the flow of events.
If you happen to get stuck with our plugin or have any questions about how to use TwistedBytes Interaction System, you can:
- Join the community on our Discord.
- Check out the FAQ for common issues and how to solve them.
If you think that you have found a 🐞 bug 🐞, please report it on our GitHub Issue Tracker.
Features:
v1.5
- Added: Initializing ASC from the Interaction component is now optional (Default: True).
- Removed: 5.1 As of UE 5.1, legacy input method ("Input Component") is no longer supported. "Enhanced Input" is the new default for binding inputs with Gameplay Abilities now.
- Changed: Gameplay Tags are now implemented natively.
v1.4
- Added support for Unreal Engine 5.1
v1.3
- New input action for enhanced input component (Input trigger multiple tap)
- Interaction based on holding the input or Gameplay Events
- Interactable actors can now be inherited from Pawns as well as Characters
- Bug fixes
v1.2
- Proximity Interaction.
- Cursor interaction for Top-Down games.
- Custom Tracing for passive and active abilities.
- BugFix: IsAvailableForInteraction() in active abilities will now be called properly.
v1.1
- Enhanced Input System: Bind any Input Actions to Gameplay Abilities
v1.0
- Built on top of GAS.
- Fully usable and extendable in Blueprints and C++.
- Easy to use and integrate, even for non GAS-users
- Replicated and multiplayer-ready with full client-prediction support.
- Support for replicated animation montages for Actors
- Support for replicated animation montages for Characters (with multiple Skeletal Mesh components)