---
title: First steps
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/start/first-steps.html
---

# First steps

The fastest path from a working install to something you built yourself.

## 1. Look at an example first

Every feature has a map in `AF_Examples`. Open `Map_Examples_Select` and press Play. Click on the objects — each one has a `BPC_Interaction_Select` component and nothing else. That is the whole pattern.

## 2. Make your own object interactive

1. Place any static mesh actor in the level and convert it to a Blueprint.
2. Add a `BPC_Interaction_Select` component.
3. Set **Highlight Class** to `BPC_Highlight_Material` and pick a **Highlight Color**.
4. In the Event Graph, bind to the component's **On Select** delegate and do something visible.

[![An actor with BPC_Interaction_Select added](../images/setup_first_interactable-1600.webp?v=7938347d)](../images/setup_first_interactable-1600.webp?v=7938347d)

An actor with BPC_Interaction_Select added

Press Play. The object highlights on hover and fires your event on click — in VR, on desktop and on mobile, with no branching.

Tip

The component you add decides the capability. Swap `BPC_Interaction_Select` for `BPC_Interaction_Grip_Pickup` and the same object becomes something you can pick up instead.

## 3. Add a condition

If the object should only sometimes be selectable, implement `Interface_Select` on it and return `Override = true` with `Is Selectable = false` when it should be blocked. Not implementing the interface at all means "always selectable", so you only pay for the complexity when you need it.

## 4. Where to go next

- [Abilities & interactions](../concepts/abilities.html) — the model behind what you just did.
- [Make an object grabbable](../workflows/make-object-grabbable.html) — the same pattern for grip.
- [Create a new level](../workflows/create-new-level.html) — building your own map rather than editing an example.
