interactables
A trigger and what it drives: BP_DoorTrigger is a switch that broadcasts its Trigger event, which toggles BP_Lights and unlocks a BP_DoorFrame_Unlockable. Around them: BP_ConfettiTrigger, a Niagara burst; BP_SequenceTrigger, which plays a level sequence; BP_Metasound, a MetaSound with a seed parameter; BP_DangleBlocks, cubes hanging from physics constraints.
rusteal new MyGame --template third-person --feature interactables
rusteal plugin new Interactables --template interactables # in an existing project
It becomes the Interactables plugin, in Plugins/Interactables/. It brings the engine’s LevelPrototyping pack (door meshes, cubes) when the project lacks it.
Trying it
Place a BP_DoorTrigger and a BP_DoorFrame_Unlockable (Plugins > Interactables Content), set the door’s Trigger to the trigger, press Play and step on it.
Screenshot: the interactables feature in play. (images/features/interactables.png)
Its classes
The Rust classes are in Plugins/Interactables/Rust/interactables/src/:
| Class | Parent | File |
|---|---|---|
ConfettiTrigger | Actor | src/confetti_trigger.rs |
DangleBlocks | Actor | src/dangle_blocks.rs |
UnlockableDoor | Actor | src/door.rs |
TriggerLight | Actor | src/light.rs |
SeededSound | Actor | src/seeded_sound.rs |
SequenceTrigger | Actor | src/sequence_trigger.rs |
TriggerSwitch | Actor | src/trigger.rs |
Its Blueprints, BP_ConfettiTrigger, BP_DangleBlocks, BP_DoorFrame_Unlockable, BP_DoorTrigger, BP_Light, BP_Metasound and BP_SequenceTrigger, children of those classes holding the meshes, materials and widget layouts, are in the plugin’s content: in the Content Browser, click Settings and check Show Plugin Content, then open Plugins > Interactables Content.
Recipes that use it: Game flow, Physics, Effects and sound.