Advanced Interact System Updated
For this step of the documentation, I will use the Third person template.
If you have not followed the steps on the first page of the documentation, you must follow the steps to continue with the system configuration.
We will do something simple, but necessary for you to understand how this system mode works.
Let's make an actor that when it receives interaction it is destroyed, that's enough, let's go!

In your player's blueprint, click on the component and you will see in the details panel, several variables that can be adjusted.

I am leaving below a table showing what was changed and where it was changed to, I only changed what is in the table, what is not in the table, you can leave the same as it is.
| Variable name | What to adjust |
|---|---|
| Interact Mode | Look At Object |
| Where Look Object Icon Should Show | Icon On Object |
Important! Make sure the variables in the image below are configured with the trace that was created. This is very important.

The component is ready.
Let's move the player's camera a little to the side, go to "CameraBoom" which is in the player, and set the values as in the image below:

Now that the player is configured, let's create the actor.
To create the object, I will use a copy of the actor that is ready to be used, you can create it from scratch, make a copy or make a child of the actor that is already ready.

The path to the object is this:

If you want to create an actor from scratch, don't forget to add the "CreateWidgetOnObject" event that comes from the component, in the begin play of the actor object.
I duplicated and named the new actor "BP Destroy Object".

I added a cube and adjusted the scale.

As it is an Object that will be destroyed when it receives interaction, this is the logic.

You can get these interaction and overlap events by clicking on the component and in the details panel at the end you will find, as if it were the "Pressed" of a button in the widget.

And in the object component I only adjusted the location of the widget, as in the image below:

Drag the object into the world, and try to interact with it, mine looked like this.
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This diamond in the image below represents the location where the icon will appear, if you decide to show the icon on the object.

To make this work and make locating the widget easier, the image below shows all the necessary configuration. In the object's construction script, pull the "Widget location" variable from the component, and create a new variable from the transform pin. Set this variable to Instance editable and Show 3D widget, and that's it. Now, click the diamond and adjust the widget's position.

To activate the Hold button to interact system, let's go back to the player.
Click on the component and look for the Hold button category. I adjusted mine in the same way as the image below:

Now just test and see how everything is going.

To use the Outline, go to your map's global post process and search for "Material”

Click to add a material


The material that will be added is the one in the image below:


Now you need to activate the system in the component that was placed in the player

I set true to both booleans

Now take the test
.gif)
To change the outline behavior, open the material instance that was placed in the post process.


You can preview the changes without having to re-test. Drag a static mesh into the world, go to the details panel, search for "custom depth," and activate it, as shown in the image below:
