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Interactive Switches

Wire a room for light in Unreal — no C++, and now multiplayer.

Engine
UE 5.8 (v2.0) · earlier (v1.0)
Type
Blueprint asset pack
Networking
Replicated (v2.0)
Platforms
Windows · Mac (v1.0)
Contents
8 Blueprints · 25 meshes · 54 textures
Status
Shipped · v2.0
Year
2022

An Unreal Engine asset package for building a lighting system out of the thing that actually controls it: the switch on the wall. Switch plates carry up to four switches, each one operates independently, and each can be wired to as many light actors as a room needs — across different light and component types, the way a real fixture rarely matches its neighbour.

Lights are made by subclassing one parent Blueprint, which tags them automatically; anything a light should do when it changes state hangs off a single event. That is the whole integration. The interaction side ships as an example first-person character with a post-process outline, so aiming at a switch highlights it before you press anything.

Version 2.0, for Unreal Engine 5.8, makes it multiplayer. The server owns every light's state and replicates it to every client, late joiners included; a client's input goes through a reliable server RPC, and switch levers animate locally from the replicated state, so every machine lands on the same picture. Lights sit dormant until they change, so an idle room costs no bandwidth. It runs under a listen server, a dedicated server or standalone, and it is still Blueprint only.

Engine versions before 5.8 receive version 1.0, which is single-player only. Originally sold on the Unreal Engine Marketplace, and now on Fab following its closure.

Stills

  • Switch plates in two classic types, each carrying up to four switches
  • Every switch drives multiple light actors, of multiple light types
  • Network replication in v2.0: server-owned light state, synced to late joiners
  • Listen server, dedicated server and standalone play from the same content
  • Interaction system with a post-process outline on the aimed-at switch
  • Parent Blueprint for building your own compatible environment lights
  • A state-change event and dispatcher for anything a light should do besides turn on
  • Blueprints organised and commented rather than left as a black box
  • Example lights and a first-person character included as reference