SP8_InteractionComponent
| Option | Description | 
| Collision Channel | Set your Collision Channel which interacts with a Interactable Actor or Area. On Begin/End Overlap following will happen: - If the Actor contains SP8_BPI_Interaction: SP8_OnBeginOverlap/SP8_OnEndOverlap will be called on the Overlapping Actor - If the Actor contains SP8_BPI_Interaction and SP8_BPI_Interaction_isInteractable: Actor will be Interactable/Not Interactable with the Function InteractWithClosestActor - If the Actor contains SP8_BPI_Area: AreaEntered/AreaLeft will be called. | 
| Collision Radius | Set the Radius of the Collision. | 
| Interaction Logging | Customize Logs Example: Key: Select LogType Type: Can be left empty if not needed SubType: Can be left empty if not needed (Sometimes it will be overwritten with different Values) Message: What should be printed to the Chat Box. OnlyOnDebug: If true, the Message will be only shown, if the “Interaction Logging Debug” is set to true. | 
| Interaction Logging Debug | If set to true, every Log of the Interaction Component will be shown in the Chat. | 
| Function | Callable | Description | Default Use-Case | 
| isActorInteractable | Server & Client | Check if the Actor is interactable. | |
| getInteractableActors | Server & Client | Get all Overlapping Actors. Can still contain some Actors which are not Interactable. Key: Actor Content: Interaction Type | |
| getClosestActorOfType | Server & Client | Get the closest Actor of Interaction Type. | |
| getClosestActorsOfType | Server & Client | Get all overlapping Actors of Interaction Type. | |
| InteractWithClosestActor | Client | Interact with the closest Actor of Interaction Type. | Could be called on Key press. For example on Key R, the Shops, Crafter, etc can be opened. | 
| InteractWithActor | Client | Interact with an Actor. | Could be called if the Players clicks with the Mouse on a Actor. | 
| getEnterredAreas | Server | Get all Enterred Areas. | 
| Dispatcher | Called | Description | Default Use-Case | 
| InteractedWithActor | Server or Client Depends if Interact with Actor RunOnServer is checked. | on Interact with Actor the Dispatcher will be fired. | Bind it inside the Player BP and check each Interaction Type. For example if it’s a Shop Actor you need to get the Shop Infos from the Actor and open the Shop Widget with all Purchasable Items. | 
| InteractableActorsChanged | Client | Called if a Actor starts/ends overlapping. | Could be used to show the usable Keys. | 
| AreaEntered | Server | Called if a Area starts overlapping | Similar to InteractedWithActor | 
| AreaLeft | Server | Called if a Area stops overlapping | Stop the running Function or redo the changes made from entering the Area. | 
SP8_BPI_Interaction
| Function | Called | Description | When is it called? | 
| SP8_onBeginOverlap | Client | For Customization | Called when the Player starts colliding with the Interactable Actor. -> Collision Channel | 
| SP8_onEndOverlap | Client | For Customization | Called when the Player stops colliding with the Interactable Actor. -> Collision Channel | 
SP8_BPI_Interaction_isInteractable
| Function | Called | Description | When is it called? | 
| SP8_getActorName | Client | Only for Logging! | On start/end Colliding. | 
| SP8_CanBeInteracted | Server & Client | Checks if the Actor is interactable. | When checking if the Actor is interactable. | 
| SP8_getInteractionType | Server & Client | Get the Interaction Type of the Actor. | On start Colliding. | 
| SP8_SetCanInteract | Server | Set the Actor to Interactable or not. | 
SP8_BPI_Interaction_Crafter (For Crafter Component)
| Function | Called | Description | When is it called? | 
| SP8_GetCrafterDT | Server & Client | Get the Crafter DataTable. | On Interact with Actor to open the Shop and on craft Item. | 
SP8_BPI_Interaction_Currency (For Currency Component - Pick Up)
| Function | Called | Description | When is it called? | 
| SP8_GetCurrency | Server | Get the Currency Value which can be added to the Currency. | On Interact with Actor | 
| SP8_RemoveCurrencyActor | Server | Remove the Actor. | On Interact with Actor | 
SP8_BPI_Interaction_PickUpItem (For Inventory Component - Pick Up)
| Function | Called | Description | When is it called? | 
| SP8_GetItemSlot | Server | Get the Item which can be added to the Inventory. | On Interact with Actor | 
| SP8_RemoveItemActor | Server | Remove the Actor. | On Interact with Actor | 
SP8_BPI_Interaction_PlayerShop (For Player Shop Component)
| Function | Called | Description | When is it called? | 
| SP8_SetData | Server | Set all the needed Data to the Actor. | On Create Player Shop | 
| SP8_closePlayerShop | Server | Close the Shop and destroy the Actor. | On Close Player Shop | 
| SP8_getPlayerShop | Server & Client | Get all Data of the Shop. | On Interact with Actor | 
| SP8_getUserKey | Server & Client | Get the Owner of the Shop. | To check if the Player owns the Shop | 
| SP8_getSellingItems | Server & Client | Get the Selling Items of the Shop. | On Buy Item | 
| SP8_setItemToSold | Server | Set an Item to sold. | On Buy Item | 
SP8_BPI_Interaction_Shop (For Shop Component)
| Function | Called | Description | When is it called? | 
| SP8_GetShop | Server & Client | Get the Shop DataTable | On Interaction and buying Items. | 
SP8_BPI_Area
| Function | Called | Description | When is it called? | 
| SP8_getAreaType | Server | Get the Area Type of the Actor. | On start/end Colliding. | 
SP8_BPI_Area_Chat (For ChatComponent)
| Function | Called | Description | When is it called? | 
| SP8_getAreaName | Server | Get the Chat Area Name. | On Enter and Leaving the Area | 
SP8_BPI_Area_StatChange (For StatComponent - Change Stats)
| Function | Called | Description | When is it called? | 
| SP8_addPlayerToStatChange | Server | Add the Player to this Area, which changes the Stats. | On Enter the Area | 
| SP8_removePlayerFromStatChange | Server | Removes the Player from the Area. | On Leaving the Area | 
Interaction LogTypes
| LogType | Description | 
| Info_ActorStartsOverlap | Called on Actor start colliding. | 
| Info_ActorEndsOverlap | Called on Actor stop colliding. | 
| Info_onInteract_NoActorFound | Called on Interact with Actor, if Actor could not be found or is not valid. | 
| Error_onInteract_notInteractable | Called on Interact with Actor, if Actor is not interactable. | 
| Info_AreaEntered | Called on Area start colliding. | 
| Info_AreaLeft | Called on Area stop colliding. |