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Feature Gallery

These captures come from the included Unreal Engine 5.8 sample, the runtime widgets, and their Blueprint implementations.

Playable Showcase and Field Dungeon​

The single sample map keeps isolated stands on both sides and a compact dungeon ahead. It is useful both as an API reference and as a real gameplay test.

Elys Awareness feature showroom

See Playable Showcase for the controls and purpose of every stand.

Interaction Challenge UI​

The bundled set uses two deliberate placement rules: hold progress remains inside the interaction prompt; active skill checks replace the prompt with a large center-screen overlay.

Challenge UI overview

The core set covers mash pressure, alternating pressure, hold, timing windows, directional QTEs, and a compact rhythm lane. Difficulty lives in the challenge object; Blueprint widgets remain presentation-only. See Interaction Challenge System.

UI Theme Variants​

Elys Awareness ships optional reference widgets with configurable presentation modes rather than a mandatory HUD. Panel/frameless surfaces, rounded/square/circular shapes, scale presets, reduce-motion behavior, and semantic colors are exposed through UERP_AwarenessUITheme.

UI theme modes

The generic state and layout behavior is implemented in C++. The supplied Widget Blueprints are copyable implementations intended for project-specific styling.

Blueprint Input Integration​

Enhanced Input starts and stops interaction attempts through the public ERPInteraction component API. Directional actions are passed as actual UInputAction objects so QTE and alternating challenges can validate them.

Blueprint interaction input binding

Runtime Targeting​

The sample continuously evaluates visible candidates and presents soft focus through the bundled targeting UI. T locks the target in front, C locks the nearest eligible target, and Tab cycles and locks. Hard lock changes the target bubble to red. Destroying a locked target returns the component to automatic focus.

Target selection and reticle in the sample level

Interaction Prompt and Hold​

The interaction domain supplies the action label, contextual description, input hint, and challenge instruction to the prompt. Hold progress fills the key badge and returns to its initial state after success or cancellation.

World-space interaction prompt with a hold instruction

Interactable Gameplay Response​

Sample actors react to interaction events without coupling their gameplay response to the awareness pipeline.

Blueprint interaction response

Target Eligibility​

Targetable actors expose eligibility through the Blueprint interface and can replace the minimal sample rule with project-specific logic.

Blueprint target eligibility implementation

Instanced-Mesh Interaction​

The sample registers instanced geometry and demonstrates the setup used by the instanced-interaction and proxy-swap systems.

Blueprint instanced-mesh setup

Dungeon Targeting Puzzle​

The final dungeon bay asks the player to hard-lock and disrupt three drones. It exercises line-of-sight filtering, target cycling, nearest-target selection, lock feedback, target destruction cleanup, and automatic return to soft focus.

Drone targeting puzzle in the playable dungeon