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
AnimTriggerZone
in 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 Montage
array inside theATZEntryPoint
. - One or more
AnimMontage
assets 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 Points
in 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
ATZInteractionPoint
to the actor that contains theAnimTriggerZone
. - In the component hierarchy, make sure the
ATZInteractionPoint
is 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:
Activate
โ For buttons, terminals, switchesPickup
โ For grabbing items or lootCustom
โ Anything else you define
You can use this to branch logic in your Blueprints.
โก๏ธ Next: Blueprint Events & Interfaces