
설명
This asset provides a collection of Actor Components designed to replicate high-fidelity interaction mechanics found in cinematic narrative games. It allows you to transform standard inputs into physical actions, handling the math and logic for gesture recognition, button mashing, and timed decisions.
Developed and compatible entirely with Blueprints.
Includes a folder with examples of every feature to ensure easy understanding and integration.
Technical documentation: https://docs.google.com/document/d/1HR-_y4Roz3EdnSrPbF11hQJ7BsYjTp0YD3p7qaN3-Ks
Trailer: https://youtu.be/l8JVoYe5SSk
Playable demo: https://drive.google.com/file/d/15imFtIbZb2kmXqHEJAK_KrWUNuOAGwb8/view?usp=sharing
Visual Note of the demo: Widget Gradient
The semi-circle widget uses a stylized gradient material. Because of this soft edge, the visual "fill" may appear slightly higher than the actual mathematical progress (e.g., at 0.66 progress, it might look nearly full).
This is purely cosmetic and does not affect the logic or the input detection.
Core Features
1. Gesture Interaction Components Logic to detect and validate precise mouse or thumbstick movements:
Linear Gestures: Detects Up, Down, Left, or Right movements.
Quarter Circle: Detects 90° arc movements.
Semi-Circle: Detects complex 180° motions.
Includes customizable tolerance angles to handle player input inaccuracy.
2. Key Interaction Component (QTE) Handles button-based physical actions with two modes:
Hold Mode: Continuous input required to fill a progress bar (with decay options).
Mash Mode: Repeated input required to overcome resistance (Struggle/QTE mechanics).
3. Choice System Component
Supports up to 4 branching options.
Includes optional Countdown Timer logic for pressure-based decisions.






