What problem does it solve? Building interactive world actors in Unreal Engine 5 often leads to underspecified behavior: overlaps that never fire, interactions that trigger multiple times, clients seeing success while the server rejects, and consumed pickups that remain interactable. This Skill provides a complete interaction stage contract and workflow so every pickup, spawner, and interactive actor has explicit detection, eligibility, feedback, and lifecycle rules. ## Core Features & Use Cases - Interaction Stage Contract: Enforces definition of detection source (overlap, trace, or use-key), eligibility checks, success/failure payloads, feedback paths, and post-interaction lifecycle policy before implementation. - API Anchors for UE5.6-UE5.8: Covers USphereComponent/UBoxComponent overlaps, LineTraceSingleByChannel and sphere traces, actor lifecycle functions, and server-authoritative networking patterns. - Failure Handling Playbook: Diagnoses common symptoms such as overlaps never triggering, trace misses, duplicate interaction fires, authority mismatches, and spawner memory leaks with locate-and-fix steps. - Use Case: Implementing a loot pickup system for a battle royale game where a server-validated sphere overlap grants a weapon, plays feedback VFX/SFX, disables collision, and registers the actor with a weighted-random spawner for respawn. ## Quick Start Ask the AI to implement a UE5 pickup actor with overlap detection, server-side eligibility validation, success and failure feedback, and a destroy-on-consume lifecycle policy.