# FAQ / Troubleshooting From the console, turn on `mova.ix.Debug tags gates` and aim at the object before diagnosing anything below: most symptoms below are visible instantly once you can see target resolution and gate state. See {doc}`../guides/debugging` for the full overlay reference. | Problem | Cause & fix | | ------- | ----------- | | **Client interactions do nothing (multiplayer)** | The interactable's actor must have **Replicates** on, and clients must trigger via the **Interactor** (`TargetInteraction`), never by calling the IC's `Server_*` directly: a Server RPC on a server-owned actor is dropped. See {doc}`../guides/multiplayer`. | | **The object has no interaction points** | An IC with no actions and no tags resolves to zero points. Add at least one interaction tag (or a proximity tag): a tag with no matching action produces a phantom point that does nothing. | | **Outline highlight not visible** | Enable **Project Settings → Rendering → Custom Depth-Stencil Pass = "Enabled with Stencil"**, and add an outline post-process material keyed on the IC's `OutlineStencilValue`. | | **The mesh sinks into the floor when a montage plays** | A montage blend crossfade drops the root. Play the slot animation with 0,0 blend. Prefer procedural keyframes for non-rigged geometry. | | **`~` LOS tag isn't letting me aim past a blocker** | `~` on a component = "never blocks LOS". `~Handle` = "count me as a hit on Handle." Put the tag on the *blocking* component, not the target. | | **Nothing happens on press, no errors** | Turn on `mova.ix.Debug tags gates`: an **[UNRESOLVED]** target or a gate reading **FAIL** is the usual culprit. | | **Collapsed multi-choice shows the wrong options** | A component tagged `#unique` opts out of collapsing. Per-IC `Collapse = Always/Never` overrides the project default. | | **A tag typo does nothing and doesn't error** | It shouldn't: the panel's chips turn amber with a "did you mean" suggestion for an unresolved token. If you hand-edited JSON/text outside the panel, open it in the panel once to see the chip. | | **A preset doesn't fully apply to a new actor** | Run `GatherUnresolvedPresetNames` before applying, it lists any component or target the preset references that the destination actor lacks. See {doc}`../guides/presets`. | | **A half-open door reopens from closed after a save/load** | Confirm `SaveInteractiveGame`/`LoadInteractiveGame` actually ran (not an ad-hoc transform save): timeline phase for running groups is only preserved by the save library. See {doc}`../guides/save-load`. | | **Two objects that shouldn't both move still both move** | A state is recorded on arrival. The unmarked `?@Other:!Open` also covers "on its way there", so it holds mid-move. Write `:=Open` only when you mean "fully arrived". See {doc}`../concepts/states`. | ## Still stuck? - {doc}`../guides/debugging`: every debug overlay flag explained. - {doc}`../concepts/tag-grammar`: full addressing syntax reference. - {doc}`../concepts/gates`: if a target resolves but the interaction still refuses to run, check what it's gating on.