# Create Interactable

## Creating a Reality Interactable Actor

{% stepper %}
{% step %}

### Create the blueprint

* Right-click in the Content Browser.
* Select Create Blueprint Class.
* Search for Reality Interactable.
* Choose it as the parent class for your new blueprint.
  {% endstep %}

{% step %}

### Add and link a data asset

* Create and link the appropriate data asset in the details panel of your actor.
  * Each Reality Interactable actor needs a data asset or you will get errors.
  * Generic RealityInteractable actors should use the RealityInteractableData asset.
  * Otherwise, use the Data Asset corresponding to the correct child class (i.e., RealityRoundData for RealityRound, RealityMagazineData for RealityMagazine).
  * You can look at examples in /All/EngineData/Plugins/Reality/Library/Interactable to see how data assets are used correctly.
    {% endstep %}

{% step %}

### Base Mesh & Distance Grip Indicator

* Set your mesh into Base Mesh.
* Distance Grip Indicator shows when the player is pointing at an item that can be distance-gripped.
  * Requires at least one Animated Grip on the item.
  * Distance grip does not work if the item only has procedural grip(s).
    {% endstep %}
    {% endstepper %}

{% hint style="info" %}
Use Reality Interactable for anything that requires physics-based interaction.
{% endhint %}

### Examples of What Should *Not* Be Interactable

* Decorative props that don’t need physics interaction
* Non-physical gameplay elements (e.g., trigger volumes, UI components)

***

## Converting an Existing Actor to a Reality Interactable

If you already have an actor and want to make it interactable:

{% stepper %}
{% step %}
Open the existing actor’s Blueprint.
{% endstep %}

{% step %}
In the top ribbon, click Class Settings.
{% endstep %}

{% step %}
In the Details Panel, set the Parent Class to `Reality Interactable`.
{% endstep %}
{% endstepper %}

***

## Viewing Example Interactables

To explore example Reality Interactable blueprints:

{% stepper %}
{% step %}
Open the Content Browser.
{% endstep %}

{% step %}
Click Settings (top right).
{% endstep %}

{% step %}
Enable Show Engine Content.
{% endstep %}

{% step %}
In the Engine directory, search for `RealityInteractable`.
{% endstep %}
{% endstepper %}

You’ll find blueprints such as:

* `RealityInteractable_Machete`

These can be great references for setup and best practices.

***

## Placement in Mod Folder

When you create a mod, a folder named `ModName Content` is automatically generated in the Plugins folder.

> Make sure your Reality Interactable actor (and all dependencies i.e meshes, textures, animations) are saved inside this folder, or it will not be packaged with your mod.

***

## Scaling Interactables

{% hint style="warning" %}
Do not scale the Root Component directly. Changing the root component’s scale causes physics issues. (The Root Component is the top component in the Components hierarchy when a Blueprint is open)
{% endhint %}

Instead, use the UE5 Editor tools to adjust the size of your mesh:

* Remodel or reimport the mesh at the correct scale.
* Alternatively, use the Static Mesh Editor to adjust its import scale.


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