# Interaction DataObject Class

What is it?&#x20;

This is a utility class that serves as an interaction handler for interactive objects. An instance of this class is created at runtime for each **CISInteractionObject** component.&#x20;

You can override several virtual methods within it to customize the game's behavior at various moments of interaction with the object.&#x20;

Included with the plugin is one preconfigured object - **BP\_CISDataObjectExample**. It toggles the display of a widget above the interactive object and disables player input during interaction.&#x20;

You can configure this class in two ways. The first method is in the settings of the **CISCharacterInteraction** component.

<div align="left"><figure><img src="/files/wUQeWRHHiR4l4eYBJ7Uz" alt=""><figcaption></figcaption></figure></div>

The second method is in the settings for each **CISInteractionObject** component if you need to create specific behavior for individual interactive objects.

<div align="left"><figure><img src="/files/G5gGGhluMBfRXZewRg8w" alt=""><figcaption></figcaption></figure></div>

To create a new object of this class, simply create a blueprint that inherits from **CISInteractionDataObject**.

<div align="left"><figure><img src="/files/FcXeXfEXASUrxswjlusp" alt=""><figcaption></figcaption></figure></div>

Now let's consider a specific case. For example, during the start of using an object and until it's finished, you want to disable player input.&#x20;

To achieve this, override the methods for the beginning and end of interaction with the object and implement the necessary logic.

<div align="left"><figure><img src="/files/yOA6vAWB4WI5DKdvmaOu" alt="" width="375"><figcaption></figcaption></figure></div>

List of all available methods for overriding:

<div align="left"><figure><img src="/files/eJ29smfZQRt6PrBI3tCq" alt=""><figcaption><p>The object entered the character's overlap trigger.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/bm02Ybjv1cOv8ZR6H4p7" alt=""><figcaption><p>Initialization occurs when the player first enters the object's zone.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/xJlTmSUjplEWTbPzOb7q" alt=""><figcaption><p>The character started moving toward the object.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/y4MsmNqcdA45B5jasI4U" alt=""><figcaption><p>The character has finished moving towards the object.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/2dk71a2C5NBa1qsUIGLP" alt=""><figcaption><p>The Action with the object has begun.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/KjbZfMOx3nRLnaulxoBF" alt=""><figcaption><p>The character has started using the object</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/WtP6v8dSvS4Y27MLqhtu" alt=""><figcaption><p>The character has finished using the object.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/Bs5TVokocNjm6Np9oj0a" alt=""><figcaption><p>When the object meets the VisibleConditions.</p></figcaption></figure></div>

<div align="left"><figure><img src="/files/AWXqRKwGZLDwuAVMB1cX" alt=""><figcaption><p>When the object meets the UsableConditions.</p></figcaption></figure></div>


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