Entry Points & Interactions
This section explains how to position actors before animations and trigger logic using animation notifies, using the AnimTriggerZone component and its child components.
Entry Points (ATZEntryPoint)
Entry points define where an actor should go before playing their animation and also provide the animation(s) to play.
How to add an Entry Point
- Select the actor that contains your
AnimTriggerZone. - In the Details panel, click Add Component โ search for
ATZEntryPoint. - Make sure the new entry point is a child of the
AnimTriggerZonein the component hierarchy. - Position and rotate it to define where and how the actor should appear.
โ ๏ธ The component must be a direct child of the AnimTriggerZone, or it will be ignored at runtime.
Assigning Animations
Each entry point defines its own animation list:
- Use the
Random Montagearray inside theATZEntryPoint. - One or more
AnimMontageassets must be assigned here. - If multiple montages are specified, one will be chosen at random.
๐ Every trigger zone must have at least one ATZEntryPoint with animations assigned.
Zone Settings
- Enable
Use Entry Pointsin the zone component. - Choose Entry Mode:
Teleport: instantly moves the actor to the entry point.Move To: navigates the actor using AI to the entry point. (โ ๏ธ This requires a Navigation Mesh (NavMesh) to be present in the level. Without it, actors will teleport instead.)None: skips movement but still uses the animation from entry point.
๐ Only one actor can occupy each entry point at a time. If all are full, the actor is queued (if queuing is enabled).
Interaction Points (ATZInteractionPoint)
Interaction points allow you to trigger Blueprint logic from inside an animation, using ATZInteraction notifies.
How to add
- Add a component
ATZInteractionPointto the actor that contains theAnimTriggerZone. - In the component hierarchy, make sure the
ATZInteractionPointis a child of theAnimTriggerZone. - In the Details panel, assign an
Interaction Tag(e.g."Use","Fire","Sit"). - Open your AnimMontage and insert a notify of type
ATZInteraction. - Enter the same tag into the notify.
โ ๏ธ Like entry points, interaction points must be children of the AnimTriggerZone to be discovered at runtime.
Triggering Blueprint Logic
Use the OnInteractionTriggered event inside the ATZInteractionPoint.
๐ก You can also use OnInteractionTriggeredEvent on the AnimTriggerZone itself to receive tagged notifies globally.
Interaction Types
Each ATZInteractionPoint has a Type field to categorize the interaction:
Activateโ For buttons, terminals, switchesPickupโ For grabbing items or lootCustomโ Anything else you define
You can use this to branch logic in your Blueprints.
โก๏ธ Next: Blueprint Events & Interfaces



