---
title: Glossary
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/reference/glossary.html
---

# 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. |
