Perform Action

The "Perform Action" system inside the Interaction Manager helps with pacing your players gameplay, or add more "visual" delays between actions such as crafting, cinematics, etc. This "Perform Action" system is demonstrated with SF's crafting. When items get combined, you'll notice a small circular progress bar appear in the center of your screen with a timer. This is what that is. You can utilize this "Perform Action" system at any time during gameplay by calling the Perform Action or Stop Current Action functions from inside the SFInteractionManager_AC component. This can be called in any blueprint by using an Interaction Manager reference. When using the Perform Action function, you can set the following parameters.

— Action Length Float - Set how long this action will take to complete.

— Action Restrictions Enum - Define a type of restriction when this action starts. current options are,

  • None (No types of restrictions will apply. The only method to stop this action after it has started is to call the Stop Current Action function)

  • Stop Movement Until Completed (Stops the player from being able to move their player until the action has been completed or stopped)

  • Stop Action if Player Walks Away (Stops this action if the player walks away from the location that the action was initially started at)

— Action Sound Sound Base - Play a sound when this action starts.

— Hide Widget Bool - Choose to hide the center circular progress bar when this action starts.


We can then bind custom logic depending on whether or not the action has fully completed, or been stopped by utilizing the OnPerformActionFinished & OnPerformActionStopped event dispatchers also from the Interaction Manager.

(Perform Action example setup)

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