# Interaction Setup

## 1. **Climbable Object**

* Create **Actor Blueprint**
* Add:
  * **Static Mesh**
  * **Grab Component**
* Set **Grab Type → Climb**

→ Used for ladders, walls, climb points

<figure><img src="/files/tDJDpw755AmIiaHzmSNw" alt=""><figcaption></figcaption></figure>

***

## **2. Procedural Grab Object**

* Create **Actor Blueprint**
* Add:
  * **Static Mesh**
  * **Grab Component**
* Set **Grab Type → Free**

→ Used for simple objects with natural hand placement

<figure><img src="/files/z1zFmi8VdwORlm9e6VCy" alt=""><figcaption></figcaption></figure>

* **Rotation Inside Inventory** → Rotation when placed in inventory.
* **Scale Inside Inventory** → Scale when placed in inventory.
* **Location Inside Inventory** → Position when placed in inventory.

<figure><img src="/files/6YmVohFpEMWYxtyKPqU8" alt=""><figcaption></figcaption></figure>

***

## **3. Animation-Based Object**

*(Sword, Knife, Keycard, etc.)*

* Create **Actor Blueprint**
* Add:
  * **Static Mesh**
  * **Grab Component** → Set **Grab Type → Anim Based**

<figure><img src="/files/fE3VWmdtij2mdwX0IANB" alt=""><figcaption></figcaption></figure>

### **3.1 Hand Setup**

* Add:
  * **SM\_HandLeft**
  * **SM\_HandRight** *(Skeletal Mesh Components)*
* Assign:
  * Left → `SKM_Manny_Left`
  * Right → `SKM_Manny_Right`
* Position hands correctly
* Set **Grab Animation** for both

<figure><img src="/files/0OOz8dMFG2mxqVeuxlHX" alt=""><figcaption></figcaption></figure>

***

### **3.2 ⚠️ Left Hand Setup Fix (Common Issue)**

If:

* Left hand animation is not playing
* OR hand position feels wrong

This is a common setup issue.

#### **Quick Fix Method**

#### **Step 1: Temporarily Convert to Right Hand**

* Set **Skeletal Mesh** → `SKM_Manny_Right`
* Set **Scale** →
  * X = `-1`
  * Y = `1`
  * Z = `1`

Now it behaves like a **left hand**, making placement easy.

***

#### **Step 2: Position the Hand**

* Adjust location & rotation until it looks correct

***

#### **Step 3: Revert Back**

* Set **Skeletal Mesh** → `SKM_Manny_Left`
* Reset **Scale** →
  * X = `1`
  * Y = `1`
  * Z = `1`

***

### **3.3 Inventory Transform**&#x20;

* **Rotation Inside Inventory** → Rotation when placed in inventory.
* **Scale Inside Inventory** → Scale when placed in inventory.
* **Location Inside Inventory** → Position when placed in inventory.

<figure><img src="/files/Vby58DfdrxKxmzdxp4ZO" alt=""><figcaption></figcaption></figure>

***

## **Result**

* Climb, free grab, and animation-based interactions ready
* Consistent hand placement and behavior across objects
* Prover Position in Inventory


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