TwistedBytes Interaction System

A complete framework for creating almost any type of interactions contained in an easy-to-use plugin. This plugin can be integrated by either using Blueprints or C++, with high flexibility in making customizations for your own gameplay mechanics.

  • 지원 플랫폼
  • 지원 엔진 버전
    4.26 - 4.27, 5.0
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.

📺 Trailer

🎮 Playable Demo

🔌 Demo Unreal Project (PLUGIN REQUIRED)

📽 Tutorial Video

📖 Documentation

📆 Roadmap

🛰 Discord

TwistedBytes Interaction System is a plugin for Unreal Engine that aims to solve a seemingly simple task - which is interactions. However, complexity grows quickly when trying to implement interaction gameplay mechanics that should support:

  • Playing animations in-sync on multiple skeletal meshes (e.g. first-person and third person player models).
  • Trigger events before, during, and after interactions, e.g. SFX, VFX, custom function calls, etc.
  • Trigger events on specific animation montage frames.
  • Multiplayer scenarios with client-prediction for lag-free user experiences.
  • Proximity interactions.
  • Cursor interaction for Top-Down games.
  • Custom tracing for passive and active abilities.

Basic knowledge in Blueprints is all you need to make use of this plugin. It is built on top of the Gameplay Ability System (GAS) which is heavily battle-tested in popular games like Fortnite and Paragon. The plugin can be easily extended either using Blueprints or C++ as it is designed to be a solid framework for any type of gameplay interactions.

Next steps:

We highly recommend you to check out the documentation pages. The Getting Started section is for you, if you are in a hurry. For an in-depth explanation about the plugin's concepts and architecture, we prepared diagrams for you that will help you to understand the flow of events.

If you happen to get stuck with our plugin or have any questions about how to use TwistedBytes Interaction System, you can:

  • Join the community on our Discord.
  • Check out the FAQ for common issues and how to solve them.

If you think that you have found a 🐞 bug 🐞, please report it on our GitHub Issue Tracker.

기술적 세부사항



  • Proximity Interaction.
  • Cursor interaction for Top-Down games.
  • Custom Tracing for passive and active abilities.
  • BugFix: IsAvailableForInteraction() in active abilities will now be called properly.


  • Enhanced Input System: Bind any Input Actions to Gameplay Abilities


  • Built on top of GAS.
  • Fully usable and extendable in Blueprints and C++.
  • Easy to use and integrate, even for non GAS-users
  • Replicated and multiplayer-ready with full client-prediction support.
  • Support for replicated animation montages for Actors
  • Support for replicated animation montages for Characters (with multiple Skeletal Mesh components)


Code Modules:

  • TBIA_Runtime (Runtime)
  • TBIA_Editor (Editor)

Number of Blueprints: 4

  • Data Table: 1
  • GameplayEffect: 3

Number of C++ Classes: 47

  • TBIA_Runtime: 34
  • TBIA_Editor: 13

Network Replicated: Yes