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.

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.

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.

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.

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.

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.

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

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

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

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.
