"Manipulate gravity and solve puzzles"
BAD HARE DAY
How is it implemeted?
I made a blueprint assignable delegate named "OnDisplayOutline" that returns an enum called "EOutlineType".
The enum contains 5 different cases of the outline; None, Hover, Selected, Swappable, and NonSwappable.
Then in the blueprint, a different outline is displayed depends on the returned enum. (Check code examples below)
What to improve?
I used a sphere trace to get actors nearby but it would be better to use a sphere collision and get overlapped actors.
It would be nicer to have a click box in an actor that is bigger than the actor's mesh. so that it's more generous for users to click an object.