# MovaInteract Documentation A Blueprint-friendly **modular interaction system** for Unreal Engine 5. Drop one component on any actor to turn it into an interactive object (a door, drawer, lever, elevator, light, machine, chest, NPC) and set up what it does **visually, in a custom editor panel, with no Blueprint graph**. Interactions are built from reusable *States* (poses that also drive audio, FX, physics, lights and animation), sequenced into *Groups* and *Cycles*, and triggered by tags, proximity zones, or a player *Interactor*. A gate system adds locks and conditions. Everything replicates and saves. ```{toctree} :maxdepth: 2 :caption: Getting Started getting-started/overview getting-started/installation getting-started/quickstart ``` ```{toctree} :maxdepth: 2 :caption: Concepts concepts/model concepts/states concepts/groups-and-cycles concepts/tag-grammar concepts/proximity concepts/gates concepts/bones concepts/carrying ``` ```{toctree} :maxdepth: 2 :caption: Guides guides/interactor guides/grab-component guides/multiplayer guides/save-load guides/presets guides/control-panel guides/export-import guides/debugging ``` ```{toctree} :maxdepth: 2 :caption: API Reference reference/runtime-components reference/runtime-types reference/interactor-api reference/grab-api reference/settings reference/editor-api reference/blueprint-api ``` ```{toctree} :maxdepth: 1 :caption: Appendix appendix/faq appendix/glossary appendix/changelog appendix/screenshots ``` ## Where to start - New to the plugin? Start with {doc}`getting-started/overview`, then follow {doc}`getting-started/quickstart`: three recipes that teach the whole system in under ten minutes. - Looking for the addressing syntax (`@Door`, `%Lift^`, `?@Lock:Off`)? Go straight to {doc}`concepts/tag-grammar`. - Writing C++ or driving the system from a subclass? See {doc}`reference/runtime-components`. - Something not interacting? {doc}`guides/debugging` has the live console overlay and a problem table.