# Create Round

A **RealityRound** is a child of **Reality Interactable** used to represent physical rounds in the world. Rounds can be picked up, inserted into internal magazines, or placed directly into chambers for weapons that support manual insertion.

## Basic setup

* Create a new **Blueprint** and select **RealityRound** as the parent class.
* Set the **Base Mesh**.
* Set the **Round Consumed Mesh**.
* If the round should be grabbable, set up grips on the round (see **Grips** section of this documentation).

## Double / multi-rounds (shotgun "double" rounds)

* For rounds representing two projectiles (example: double slug/rounds used in some shotguns), set **Remaining Rounds Amount** to `2` on the so the feeding/chambering logic knows it contains two charges.
* Example asset to reference: `RealityRound_12x70mm_Double`.

## Insertion / collision

* **Round Insertion Collision** is a **Box Component** on the round.
* When this box overlaps the firearm’s corresponding **RoundInsertionCollision** component, the round will be inserted.
* This overlap insertion is used for:
  * Reloading **internal magazines** (push rounds into the weapon’s internal store).
  * Placing rounds directly into the **chamber** for weapons that accept single-round insertion even when they have external magazines.
  * It is **not** used for placing rounds into external magazines.
* Position and size the box deliberately — alignment determines the angle/position at which rounds can be inserted.

## Events

* Use the `BP_OnRoundInsertedInInternalMagazine` event to run custom logic when the round is inserted into a firearm’s internal magazine.
  * Useful to update visuals when a double round is seated.
  * The event is called automatically by the firearm when a round successfully inserts into the internal magazine.


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