Unreal Engine 5 AAA-Style Interaction System Setup | Master Unreal Series Ep. 36

Опубликовано: 17 Июнь 2026
на канале: Unreal Shinobi
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In Episode 36 of the Master Unreal Series, we level up your interaction system in Unreal Engine 5 by introducing Tap, Hold, Double-Tap, and Multi-Tap inputs — all powered by the Gameplay Ability System (GAS)! 🎮

Inspired by Resident Evil-style interactions, we go from input setup to full gameplay integration, covering multiplayer, optimization, and dynamic interaction events. Whether you're creating doors, levers, loots, or puzzles — this is your blueprint for AAA-level interaction.

🧠 What You’ll Learn:

Create a responsive interaction system with Tap & Hold

Use GAS to trigger gameplay abilities dynamically

Optimize detection and manage multiplayer edge cases

Communicate between Blueprints using Interfaces and Events

This is the most scalable and flexible interaction system you’ll build in UE5 — start now and future-proof your project!

🎬 Don’t forget to:
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💬 Comment below with any questions or suggestions!

🔔Assets available for FREE on Discord🔔
🚀 Discord -   / discord  

If you want to support me
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🌳Patreon   / unrealshinobi  
📌 Missed the Previous Episode? Watch the Full Playlist Here:

👉 Master Unreal Series -    • How to make your first game in Unreal engi...  

👉 Master Level Design Series -    • Master Level Design with Blender & Unreal  

0:00 – Introduction to Episode
2:30 – Setting Up Input Actions: Tap, Hold, Double Tap & Multi-Tap
3:40 – Deep Dive: How Pulse Input Action Works in Unreal
5:40 – Understanding Input Action Behavior in UE5
6:50 – Preview: Tap & Hold Interactions in Action
8:05 – Extending the Interface for Multi-Tap & Hold Functions
9:00 – Behind the Scenes: How Hold Interactions Work
9:50 – Handling Dynamic Hold Duration for Interactions
10:30 – Multiplayer Considerations for the Interaction System
11:11 – Managing Completion vs Interruption Events in Interactions
13:05 – Integrating Interaction with Environment Assets & Player
14:44 – Event Dispatchers vs Interface Calls in Blueprint Communication
15:10 – Using Blueprint Interfaces to Receive Interaction Triggers
19:00 – Creating a Reusable Interaction Function
20:10 – Introducing Gameplay Ability System (GAS) for Interactions
20:35 – Why GAS is Ideal for Handling Interactions
22:50 – How to Create a Gameplay Ability in Unreal Engine
23:35 – Assigning Abilities to Characters in UE5
24:30 – All the Ways to Trigger Gameplay Abilities
26:20 – Tag Handling: Activating Abilities Based on Input Tags
27:00 – Configuring Tap and Hold Actions via Gameplay Ability
27:30 – Generalizing Detection Logic for All Interactable Objects
30:00 – Optimizing the Detection System for Performance
30:54 – Implementing Unified Interaction Logic (Tap, Multi-Tap, Hold)
35:50 – Sending Data into Gameplay Abilities
36:40 – Using Gameplay Events to Pass Custom Data
45:55 – Final Thoughts & What’s Coming Next