Important
Gameplay Interaction System
Full Net Prediction
Pairs with the Vigil Focusing System
Pairs with Doors - Coming Soon
And its FREE!
Warning
Use git clone instead of downloading as a zip, or you will not receive content
Or download the pre-compiled binaries here
Install this as a project plugin, not an engine plugin
Tip
Suitable for both singleplayer and multiplayer games
Supports UE5.4+
Caution
Grasp is currently in beta
There are many non-standard setups that have not been fully tested
Grasp has not been tested at scale in production
Feedback is wanted on Grasp's workflow
Grasp is fully net predicted via Gameplay Abilities.
Grasp is very robust, using a data-based workflow.
Grasp uses components for interaction instead of actors, so you can have multiple ways to interact with the same actor.
These components don't generate overlap events and can be used to produce the physical representation, greatly reducing common performance pitfalls with interaction systems.
Grasp has some serious visualization tools and logging, so you never have to guess what your parameters are really doing, or what is going on under the hood.
Highly optimized asynchronous scanning for components we can interact with. Intelligent granting and removal of abilities. Abilities are granted once per CD0 only. You can pre-grant common abilities.
Built with Focus Targeting and UI in mind.
Build your interaction abilities rapidly with useful functions to save you time.
- Stopped passing in source object -- breaking prediction
- Use EventData if you require the component we're interacting with (vs getting it from focus targeting)
- In the future the ability to grant multiple unique abilities with source objects may be added
- Initial Release