# Examples

### Examples

Here are a few in-engine examples to demonstrate how different interaction types and logic setups can work using the same base actors. These examples are found in the `L_Demo` and `L_QuickDemo` maps included in the pack.

***

#### 🗄️ BP\_Drawer vs BP\_DrawerHold

These two blueprints use the same model but showcase **two different interaction styles**:

***

**🔹 `BP_Drawer`**

* Uses **Press** interaction type.
* Physically animates to open and close the drawer.
* Items inside the drawer can be manually picked up.

**🔹 `BP_DrawerHold`**

* Uses **Hold** interaction type.
* Represents a non-animated search action.
* On first interaction, the player holds the interaction key to simulate a "search."
* Instead of items inside the mesh, the player is presented with an **item transfer widget** to move items between the stash and their inventory.
* After being searched once, the drawer switches to **Press** behavior for quick access.

> 🧠 These two versions are split for clarity in the demo, but you can combine both behaviors into a single blueprint if desired.

***

#### 💡 Light Switches

**🔹 First Room Switch**

* Instantly toggles the lights in the room when interacted with.
* Direct control using `BP_MasterControl` → `BP_MasterTarget`.

**🔹 Final Room Switch**

* Uses **delayed activation**.
* Each light turns on one by one after a short delay (for a "stadium lights" effect).
* Demonstrates how multiple targets can be controlled sequentially using delay settings.

***

#### 🧩 Experiment Freely

These examples highlight how flexible S.B.I. is — you can use the **same actor and model** to create vastly different behaviors simply by changing variables in the editor.

Play around with the demo maps to test variations and understand how controls, targets, and requirements can be combined to suit your game’s style.
