Overview
The Device Registration System is an Unreal Engine component-based architecture that enables automatic discovery and connection of interactive objects within defined spatial areas. The system creates dynamic relationships between "senders" (triggers) and "receivers" (responders) without requiring manual wiring or hard-coded references.
Core Concept
Think of this system like a smart home network where devices automatically find and connect to each other based on their location and compatibility. A button in a room can automatically control all doors in that same room without the developer manually connecting each button to each door.
Design Philosophy
Problems This System Solves
- Manual Wiring Overhead: Traditionally, connecting a button to a door requires manually dragging references in the editor or hard-coding connections in Blueprint/C++
- Scalability Issues: In large levels with hundreds of interactive objects, manual connections become unmanageable
- Runtime Flexibility: Objects can't easily change their connections during gameplay
- Spatial Organization: No built-in way to group interactions by location or area
Solution Approach
The system uses a Component-Based Observer Pattern combined with Spatial Partitioning to create an automated connection system:
- Components define roles (Sender vs Receiver)
- Volumes define connection areas (what can connect to what)
- IDs define compatibility (which devices work together)
- Interfaces enable callbacks (notifications when connections change)
Architecture Overview

Core Components
1. Device Components (The Building Blocks)