ue5-world-interaction
UE5.6/UE5.7 world interaction systems for pickups, spawners, overlap/trace checks, and visual feedback.
Skill by IvanYangYangXi
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/ivanyangyangxi-ue5-world-interaction
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/ue5-world-interaction
What's inside
- Skill name
ue5-world-interaction- Description
- UE5.6/UE5.7 world interaction systems for pickups, spawners, overlap/trace checks, and visual feedback. Use when requests involve interactive world actors, spawn logic, pickup behavior, interaction radius checks, success/failure feedback, and actor lifecycle control.
- License
- MIT
- Instructions
- 110 lines in SKILL.md · view on GitHub
Files (5)
- SKILL.md
- SOURCE.md
- pickup-actor-pattern.md · references/
- project-adapter.md · references/
- spawner-randomization.md · references/
SKILL.md (first lines)
# Quick Start - Define interaction model: overlap-driven, trace-driven, or explicit use key. - Define actor set: pickup actor, optional spawner, optional visual mapping data asset. - Output runtime state transitions from spawn to interaction resolution. # UE5.7 API Anchors - Detection anchors: - `USphereComponent`, `UBoxComponent` - `UPrimitiveComponent::OnComponentBeginOverlap` - `UPrimitiveComponent::OnComponentEndOverlap` - `FHitResult` - Trace anchors: - `UWorld::LineTraceSingleByChannel(...)` - `UWorld::SweepSingleByChannel(...)` - `UKismetSystemLibrary::SphereTraceSingle(...)` - Lifecycle anchors: - `AActor::SetActorHiddenInGame(...)` - `AActor::SetActorEnableCollision(...)` - `AActor::Destroy(...)` - `AActor::SetActorTickEnabled(...)` - Networking anchors: - server authority validation for interaction success - replicated result state for client feedback # Interaction Stage Contract - Every interaction feature must define: - Detection source (overlap/trace/use-key) - Eligibility checks (distance, tags, inventory/capacity, authority) - Success and failure result payloads - Feedback path (VFX/SFX/UI) - Post-interaction lifecycle policy (destroy/disable/cooldown/respawn) - If any item is missing, interaction behavior is underspecified. # Workflow ## 1) Actor and Component Setup - Build root + collision + visual components with explicit collision channels. - Define default states (`active`, `cooldown`, `consumed`) and replication needs. - Keep collision shape and bounds aligned with intended interaction distance. ## 2) Detection Path - Overlap model: bind begin/end overlap delegates on collision component. - Trace model: run line/sphere traces on input request and validate hit actor/component. - Keep detection deterministic by explicit channels/profiles. ## 3) Eligibility and Authority - Validate target state, range, actor validity, and gameplay conditions. - In multiplayer, validate success on server before mutating shared state. - Return structured failure reason on rejection. ## 4) Resolve Interaction - On success: apply effect (grant item, trigger state change, start cooldown). - On failure: keep state stable and emit reason-specific feedback. - Prevent re-entrant execution during in-progress resolution. ## 5) Feedback Path - Emit VFX/SFX/UI feedback for both success and failure paths. - Separate cosmetic-only effects from authoritative gameplay mutations. - Keep feedback idempotent for repeated client updates. ## 6) Lifecycle and Cleanup - Choose lifecycle explicitly: destroy, hide+disable collision, or reuse via respawn timer. - If spawner exists, track spawned instances and cleanup on reset/despawn. - Disable tick for dormant interaction actors when not needed. # Constraints - Keep interaction validation server-authoritative in multiplayer. - Ensure collision channels and trace responses are explicit. - Keep spawner randomization deterministic when reproducibility is needed. - Avoid hidden side effects in `Tick` without clear need. - Do not destroy actors before broadcasting required success/failure feedback. - Keep overlap and trace paths functionally equivalent when both are enabled. # Failure Handling - Symptom: overlap never triggers. - Locate: collision enabled state, overlap flags, collision channel responses. - Fix: enable overlap generation, set proper channel responses, verify component bounds. - Symptom: trace path misses obvious targets. - Locate: trace channel/profile and ignore actor list. - Fix: align trace channel/profile and reduce self/owner ignore misuse. - Symptom: interaction triggers multiple times. - Locate: missing in-progress guard and duplicated delegate bindings. - Fix: add state guard and ensure single bind per component. - Symptom: client sees success but server rejects. - Locate: authority checks and RPC validation path. - Fix: move final validation to server and replicate authoritative result. - Symptom: consumed pickup remains interactable. - Locate: lifecycle state and collision disable logic. - Fix: disable collision/interaction immediately after confirmed success. - Symptom: spawned interactables leak over time. - Locate: spawner bookkeeping and reset cleanup path. - Fix: track spawned instances and destroy/disable stale instances on respawn cycle. - Symptom: frame spikes near dense interaction areas. - Locate: per-frame trace/overlap workload and unnecessary ticking. - Fix: reduce polling frequency, gate traces by input/distance, disable idle tick. # Interaction Authority Ops - Use server-validated interaction resolution for shared gameplay effects. - Use client-side prediction only for cosmetic feedback when acceptable. - Replicate result state, not raw input spam. - Keep cooldown/timer ownership on authority side for deterministic multiplayer behavior. # UE5.6 / UE5.7 Compatibility Notes - Overlap, trace, and actor lifecycle APIs listed above are stable across UE5.6 and UE5.7. - Prefer explicit collision profile/channel configuration in both versions. # Escalation - Escalate when design requires persistent world state synchronization across sessions. - Escalate when system must integrate with GAS ability targeting rules.
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Signals
- Stars
- 36
- Forks
- 7
- Open issues
- 1
- Last commit (this folder)
- Apr 3, 2026 (7 months ago)
- Last release
- Apr 15, 2026 (6 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/IvanYangYangXi/artclaw_bridge
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
ue5-world-interaction skill. Agent Mart. https://agentmart.dev/skills/ivanyangyangxi-ue5-world-interaction (last updated 2026-10-24)