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Interaction

The interaction system consists of the following parts:

  • Base interface: BI_Pressable (used to trigger button interactions)
  • Doorbell base class: BP_DoorbellBase (baseline implementation of a pressable actor)
  • Message receiver BP_ExampleReceiver;
  • Example message receiver: BP_ExampleReceiver
  • Doorbell actors: BP_Doorbell01 through BP_Doorbell12
  • A character controller that initiates the interaction

Usage:

  1. Place a selected doorbell blueprint in your level.
  2. Set up how the player interacts with it. One example using line traces is included in Content/VRS_Doorbells/Demo/Blueprints/BP_DemoFPSCharacter.
  3. Create a blueprint to respond to the interaction. A sample implementation is provided in BP_ExampleReceiver.

The receiver reacts to the OnButtonPressed event. In the example, BP_ExampleReceiver binds this event to any number of doorbells placed in the level added to the array of doorbells, and adjusts the intensity of a point light to show the interaction occurred.

Adding new door bells

There are two ways to add a new doorbell:

  1. Edit a placed instance of an existing doorbell blueprint directly in the level.
  2. Create a child blueprint class of BP_DoorbellBase.

Both methods require replacing the mesh for the button and the base. Depending on pivot placement, you may also need to adjust the button’s position.

You’ll also want to adjust a few properties to match the mesh and behavior:

  • For simple pressable buttons, you can configure the interaction area and animation settings like so:
  • To make a button rotate when pressed, set Max Button Rotation:
  • Use Button Press Duration to define how fast the button animates when pressed. Default is 1 second.

You can assign custom sounds for button presses in the blueprint’s settings.