Gameplay Features

Character Interaction

Blueprint-based character interaction system for UE5 with IK, first-person support, weapon switcher, vehicles, AI enemies, and close combat. Includes CI Add-on

Character InteractionGameplay Features

Resource overview

Character Interaction for UE5 is a blueprint-based project that bundles a wide set of gameplay systems into one template. The updates shown in the video apply only to the UE5 version, and all earlier content is also part of the fifth release. In practice, that means if you install the UE5 version, you get the original interaction demo level and every feature added later, all in one package.

UE5 Build and the Included Demo Level

The UE5 version is the current target for this asset. The video updates that demonstrate the system are made with the UE5 build in mind, and the same updates are not applied to the UE4 version. Since the fifth version includes all previous content, you don’t have to maintain separate installs for the old interaction level and the new gameplay features.

Inside the package, there is a demo interaction level. This is the same level that appears in the original video demo, where the interaction mechanics are shown in action. It functions as a reference scene, so you can see how the character interacts with objects, weapons, and AI before you start building your own level. Video demos from the UE4 version walk through the interaction level and each update. The first demo shows the interaction level itself, which is included in the package. Update 1 is demonstrated with its IK, interrupt interaction, and first-person features. Update 2 covers the weapon switcher, jumping, and crouching. Update 3, labeled as a gameplay refactor, shows off the cars, AI, zombies, soldiers, and new weapons.

Update 1: IK, Interrupt Interaction, and First-Person

The first update introduces three elements that are foundational for interaction-heavy gameplay. Inverse kinematics (IK) is a technique that lets a character adjust parts of their body — typically hands or feet — to match the world around them. In an interaction system, that can mean aligning a hand with a door handle or a foot with a ledge. Interrupt interaction is another important piece: it lets a current action stop when a new one is triggered, so the character doesn't get stuck in a long animation while the player has already moved on.

First-person support is the third addition. It gives the same character framework a first-person camera mode, so the interaction logic can be driven from either a third-person or a first-person view. Having both perspectives in one template is useful for projects that want to switch between close-up interactions and over-the-shoulder combat.

Update 2: Weapon Switcher, Jumping, and Crouching

The second update focuses on the character's movement and equipment. A weapon switcher lets the player change between weapons that are already equipped, which is a basic but essential feature in any shooter-like interaction system. Jumping adds vertical movement, and crouching gives the character a lower stance for cover or stealth. These are the kind of movement options that make a character feel responsive in action levels.

Together with the interaction mechanics from update 1, the template now has a more complete movement set. The weapon switcher pairs naturally with the weapon systems added later, and the jumping and crouching states give you the building blocks for level design that requires traversal or stealth.

Update 3: Vehicles, AI, Zombies, Soldiers, and Close Combat

The third update is described as a gameplay refactor. That means the project structure was reorganized, which matters when you're extending a template with your own content. The update adds cars, AI, zombies, soldiers, and new weapons. Cars bring driving gameplay into the mix. AI-controlled soldiers and zombies give you opponents to fight or interact with. New weapons expand the shooting options beyond the base set.

Close combat is also added in update 3. This gives the character melee attacks, and the template is open to receiving attack animations and fatalities from external animation packs. Close Combat: Fighter is a large package with a heavy focus on hand-to-hand combat animations. Close Combat: Swordsman leans toward sword animations. Both are large animation packs, so they bring a lot of melee variety to the interaction system.

CI Add-on 01: Bombs, Revolver, Crowbar, and Barriers

An add-on called CI Add-on 01 is available for the project. It includes a bombs class, a revolver, a crowbar, and barriers. The bombs class adds explosive behavior, the revolver is another ranged weapon, the crowbar is a close-quarters tool, and barriers provide cover or obstructions. These items extend the equipment list that the interaction system can work with.

Because the add-on uses the same interaction foundation, it slots into the existing blueprint framework. The crowbar, in particular, fits the interaction theme — a tool that can be used on specific objects in a level. The barriers add a defensive element to the gameplay set.

Documentation, Blueprints, and Compatibility

The project documentation contains all the information about the system. That is where you'll find the intended setup and the way each feature is meant to behave. Since the asset is built on blueprints, you can read and modify the logic directly in the Unreal editor, which makes it approachable for designers and programmers alike.

Compatibility with Melee Combo Vol 1 is noted, so that melee animation set can be paired with the close combat system. The developer also recommends other projects that contain large numbers of animations, including those focused on interactions, cars, magic, skills, and melee. Those projects can be used as sources of extra animation content when you want to expand the template.

The tag list for the project gives a snapshot of what it covers: vehicle, car, zombie, template, gameplay, quest, shooter, soldier, ballistic, thirdperson, interactive, AI, weapon, melee, and blueprint. That covers everything from quest and soldier AI to ballistic shooting and melee combat.

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