# Setup

### Setup

Setting up **S.B.I. (Simple Basic Interactions)** is quick and easy. Follow the steps below to get your player character ready to interact with the world.

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#### 1️⃣ Add the Interaction Component

Add the `AC_PlayerInteractions` Actor Component to your **Player Pawn** or **Character**.

This component handles all logic related to detecting and interacting with objects in the world.\
![](https://2763894655-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FLrKEdL4IPuDIPLmnegKb%2Fuploads%2Fh8uNrZxIDH8Fng0YXz0Q%2Fimage.png?alt=media\&token=1c466ca7-5671-4459-b47d-b4727cd41f3d)

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#### 2️⃣ Assign the Active Camera

You’ll need to assign your **active player camera** to the component. This is important because all interaction line traces originate from this camera’s forward direction.

* For **first-person** and **third-person** setups, this should be all you need!
* If you switch cameras during gameplay (e.g. cutscenes, aim mode, etc.), make sure to update the component with the new active camera.\
  ![](https://2763894655-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FLrKEdL4IPuDIPLmnegKb%2Fuploads%2Fyy5t9vRQG18g9mZWxA9w%2Fimage.png?alt=media\&token=f28441ef-0a25-4208-9a5f-12f3387a48d9)

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#### 3️⃣ Adjust Distance to Interact (Optional)

Inside the `AC_PlayerInteractions` component, you can modify the `DistanceToInteract` float. This value defines how far the interaction line trace will reach from the camera.\
![](https://2763894655-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FLrKEdL4IPuDIPLmnegKb%2Fuploads%2F4y0ymXWCv6cPKnIXOeYC%2Fimage.png?alt=media\&token=a55428ea-0a05-41e2-8372-f2a3b487acfd)

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#### 4️⃣ Top-Down Games (Optional)

If you're working on a **top-down** or camera-independent setup, you can customize the `FindInteractions` function inside `AC_PlayerInteractions` to suit your input direction or world location logic.

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#### 5️⃣ Input Setup

By default, the interaction system uses an **Enhanced Input Action** called `IA_Interaction`, which is mapped to the **E key**.

> ⚠️ If you're already using `E` for other gameplay elements, don’t forget to remap the key or reassign your input bindings.
