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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/:

ClassParentFile
ConfettiTriggerActorsrc/confetti_trigger.rs
DangleBlocksActorsrc/dangle_blocks.rs
UnlockableDoorActorsrc/door.rs
TriggerLightActorsrc/light.rs
SeededSoundActorsrc/seeded_sound.rs
SequenceTriggerActorsrc/sequence_trigger.rs
TriggerSwitchActorsrc/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.