---
title: Make an object selectable
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/workflows/make-object-selectable.html
---

# Make an object selectable

By the end of this you will have an object that highlights on hover and fires an event when clicked, pointed at with a laser, or touched with a fingertip.

## Steps

1. Open the actor Blueprint and add a `BPC_Interaction_Select` component.
2. Set **Highlight Class** and **Highlight Color**.
3. Optionally set **Select Sound**.
4. In the Event Graph, bind to the component's **On Select** delegate.

[![Adding the select interaction](../images/howto_selectable_01-1600.webp?v=faa4bfc9)](../images/howto_selectable_01-1600.webp?v=faa4bfc9)

Adding the select interaction

[![The object selected in play, highlight active](../images/AFS_UX_Select_result-1600.webp?v=c14ea39f)](../images/AFS_UX_Select_result-1600.webp?v=c14ea39f)

The object selected in play, highlight active

## Notes

If the actor has several meshes and only some should be clickable, tag those components and set **Relevant Components** to that tag.

To veto selection conditionally, implement `Interface_Select` and return `Override = true` with `Is Selectable = false`.

To make a laser terminate somewhere other than the raw trace hit — the centre of a control, say — implement `Select_HitLocationOverride`.
