Fusebox- How to Make a Ghost Hunting Game in Unreal Engine 5

Patreon Poll Reminder: Our Patreon poll for the first investigation tool is still live. You can vote on what we should build first after the core fundamentals are done. Vote here:   / which-tool-we-160326564   In this lesson, we improve our interaction system for the Unreal Engine 5 ghost hunting game by adding a CanInteract check to our Interactables interface. In the previous videos, we created our basic interaction interface, connected the light switch to it, added the fusebox, and started building an electricity system. Now we take the next step and make the interaction logic cleaner and more controlled. We start by extending our Interactables interface with a new function called CanInteract. This function allows every interactable object to decide whether the player is currently allowed to interact with it or not. This is very useful because not every object should always be interactable. Some objects may need power, some may require the player to be close enough, some may be locked, disabled, already used, or only available under certain gameplay conditions. After adding CanInteract to the interface, we implement the new function inside both the Fusebox Blueprint and the Light Switch Blueprint. This gives each object its own way to answer whether interaction is currently possible. We also update the IA_Interact logic inside the player character. Before the player calls the normal Interact function, we now first check CanInteract. If CanInteract returns true, the interaction is allowed and the Interact function is executed. If CanInteract returns false, the interaction is blocked. This makes our player interaction system much safer and more flexible. The player character no longer needs to know all the details about each object. It simply asks the current interaction actor if it can be interacted with. The object itself decides the answer. Inside the Fusebox Blueprint, we also create the Interact function from the interface and assign the Interactables interface to the fusebox. This prepares the fusebox to become a real interactable object in our gameplay system, just like the light switch. After setting everything up, we test the system and show that the interface-based interaction workflow works correctly. The player checks if the object can be interacted with first, and only then runs the actual interaction logic. This is an important step for the future of the project because our ghost hunting game will have many different interactable objects: light switches, doors, fuseboxes, pickups, tools, evidence objects, and more. By using Interact and CanInteract through an interface, we keep the system modular, clean, and easy to expand. By the end of this video, our Interactables interface has both Interact and CanInteract, the light switch and fusebox use the new logic, and the player interaction input checks if interaction is allowed before executing it. What you will learn in this video: How to extend a Blueprint Interface in Unreal Engine 5 How to add a CanInteract function How to implement CanInteract in the Light Switch Blueprint How to implement CanInteract in the Fusebox Blueprint How to assign the Interactables interface to the fusebox How to create the Interact function inside the fusebox How to update IA_Interact inside the player character How to check CanInteract before calling Interact How to block interaction when conditions are not valid Why CanInteract makes interaction systems cleaner Why interfaces are useful for scalable gameplay systems Coming up in the next videos: Expanding the fusebox interaction Improving the electricity system Adding more gameplay conditions Preparing more interactable objects Continuing the foundation for items and investigation tools Course Goal: We are building a first-person ghost hunting horror game in Unreal Engine 5 step by step. Throughout this course, we will create a paranormal horror game prototype with player movement, sprinting, crouching, flashlight mechanics, doors, light switches, interactions, electricity, inventory, evidence tools, ghost behavior, sanity, a journal, and a complete gameplay loop. If you are interested in Unreal Engine 5, Blueprints, Blueprint Interfaces, interaction systems, horror game development, first-person horror games, or building a Phasmophobia-inspired ghost hunting game, this series will guide you through the process one step at a time. #UnrealEngine5 #UE5 #UnrealEngine #GhostHuntingGame #HorrorGame #BlueprintInterface #CanInteract #InteractFunction #InteractionSystem #Fusebox #LightSwitch #ElectricitySystem #UE5Blueprints #BlueprintTutorial #HorrorGameDevelopment #GameDevelopment #IndieGameDev #FirstPersonHorror #PhasmophobiaInspired

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