Triggering & Flow
The component runs skill checks inside a solving session. This page covers how a session starts and stops, how checks are triggered, and how to vary an individual check.
The solving session
Section titled “The solving session”Begin Solving opens a session; End Solving closes it (removing any visible
gauge and clearing the timers). Checks only happen while a session is open, so
think of the session as the activity the player is busy with (repairing,
lockpicking, casting, and so on).
Automatic vs. manual
Section titled “Automatic vs. manual”Whether checks appear on their own is controlled by Auto Trigger Skill Checks on the component (on by default):
- On: after
Begin Solving, the component shows a gauge everySkill Check Intervalplus or minusSkill Check Interval Varianceseconds (never less than 0.5). After each result it schedules the next, until you callEnd Solving. - Off: nothing appears on its own. Call
Show Gaugeyourself whenever you want a check.
| Property | Default | What it does |
|---|---|---|
Auto Trigger Skill Checks | true | Whether checks appear automatically while solving. |
Skill Check Interval | 3.0 | Base seconds between automatic checks (minimum 0.5). |
Skill Check Interval Variance | 1.5 | Random plus or minus applied to the interval. |
Functions
Section titled “Functions”| Function | What it does |
|---|---|
Begin Solving() | Open a session. Starts automatic checks if enabled. |
End Solving() | Close the session; remove the gauge and clear timers. |
Show Gauge() | Show one check now using Default Gauge Settings. |
Show Gauge With Settings(Settings) | Show one check now using a custom settings struct. |
Attempt Skill Check() | The player’s input: stop the gauge and score it. |
Varying individual checks
Section titled “Varying individual checks”- One custom check (manual): call
Show Gauge With Settingswith your own struct. Any sound field you leave empty inherits the component’s default sounds, so you only have to fill in what you want to change. - Change every following check: edit
Default Gauge Settingsat runtime (it is Blueprint-writable). Each new check, automatic or manual, copies it as its starting point, so changes apply from the next check onward.

A typical loop
Section titled “A typical loop”Begin Solving // activity starts; auto checks begin ... gauge appears ...Attempt Skill Check // player reacts; result is scored, next is scheduled ... gauge appears ...Attempt Skill CheckEnd Solving // activity ends; everything is cleaned upIn manual mode (Auto Trigger Skill Checks off), replace the automatic
appearances with your own Show Gauge calls, driven by whatever pacing your
gameplay needs.