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Step 7: Sense System

BavGames edited this page Dec 12, 2025 · 6 revisions

Sense System


To set up the Sense System, start by selecting the Interact Component that we previously added to your Character blueprint class.

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In the Details panel, enable the Use Sense option.

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In the Sense Decal Material section, click the picker and type M_SenseDecal into the search box, then select the material that appears.

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If you want to add a sound effect, you can select one in the Start Sense Audio section.

Sense Life Span determines the size of the scanning area. If you want the scan to cover a larger region, you can increase this value.

Next, click the + button in the Sense Object Types section and select which actor types the system should be able to detect.

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Now, access your Interact Component in the Blueprint and search for the Use Sense function, then bind it to an input key.

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The Sense System is now ready.

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If you want, you can also bind the Use Sense Cooldown function. This prevents players from using the system repeatedly without delay.

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Now let’s configure the detection settings for the actors.

Open the InteractActor Blueprint class we created earlier, and in the Interfaces section, double-click the Use Sense event.

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Here, we’ve connected a simple post-process material, but you can use a marker animation or any other custom visual design you prefer.

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To apply the Post Process material, you can add a PostProcessVolume to your level.

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Alternatively, you can add a Post Process component directly to your actor’s Blueprint class.

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Now select the PostProcessVolume you added and assign the material in the Details panel. We used a simple material named M_Outline, but you can customize or improve it as needed for your project.

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That’s all for setting up the Sense System. You can now drag the actor into the scene and test it.

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