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Glossary
| Term | Meaning |
|---|---|
| Ability | A component on the player that acts on the world. Pawn, controller or actor scoped. |
| Interaction | A component on a target object declaring what may be done to it. |
| Blocker | A named reason suppressing an ability or interaction. Active only when no blockers remain. |
| Source Info | ST_SourceInfo — the pawn, component and identifier describing who is acting. |
| Socket | A BPC_Socket marking a named attachment point, matched by name prefix. |
| Anchor | A BPC_Anchor marking a place something can snap to. |
| Connector | A BPC_Connector on a movable object that searches for an anchor or surface. |
| Latch | A grip mode where the object stays in place and the hand drives one axis — levers, knobs, drawers. |
| Pickup | A grip mode where the object is carried. |
| Scaffold | A layout widget providing a standard page frame. |
| Theme | A BP_PDA_Theme data asset holding fonts, radii and colour ramps. |
| Interaction state | A PDA_InteractionState describing the cursor and accent colour for the current interaction. |
| Pawn UI | Body-locked spatial UI, anchored to the player rather than the world. |
| Hand UI | Wrist-mounted UI that appears when the palm turns toward the face. |
| Ability restriction | A blocker applied to every ability carrying a given component tag. |