Use Action

This guide will describe how to implement a use action from scratch using MAGES SDK

Use Action consists of three possible ways to perform the corresponding action accordingly to user needs

These are:

  • Simple

  • Use With Tool

  • Use With Collision Hit

To generate a Use Action you need:

  • The interactable prefab

  • The use collider

  • An animated hologram


This form of Use Action requires the user to “use” an object for a specified amount of time

In this tutorial, we will implement a Use Action where the users should take a cloth to clean the Sponza model.

Interactable prefab

To create an interactable actor you need:

  • First, you need to create a blueprint class having your interactable model as root

    • Add a collision component on that mesh

      • Attach the component ‘Mages Interactable Item’ on the collision component

  • Attach the Interactable Prefab Constructor component on the actor

  • Attach the Transform Saver Component

  • Attach the Gesture Hands component

An example of what the blueprint call actor should look like is shown below:

simple use actor image


On the ‘Mages Interactable Item’ component go to Details panel -> Interaction properties -> Drop Distance and modify the value to a higher one (e.g. 1000)

simple use actor image drop distance value image

Afterwards select the mesh component (root) and add the tag “Rotatable”

simple use actor image drop distance value image

Finally, compile and save your actor blueprint and put it inside the level

Adjust its position to where you want it to be spawned and then through the details panel navigate to trasform saver and on the Orama VR tab click Save Transform.

simple use actor in level image

Once done, click Edit blueprint -> Apply Instance Changes To Blueprint and save the actor again

simple use actor in level image

Use With Tool

In this case, we will use the cauterizer on a specific collider on top of Sponza.

Use Collider

We will generate a new actor, with a box collision component (the BurnMarkSprite is only use for visual feedback; it does not factor into the action itself) and the UseColliderPrefabConstructor:

Use with Tool actor in the scene

In the UseColliderPrefabConstructor component’s properties (in the details panel), set the Collider Trigger property to “Usewithtool”. The Stay Time property designates how long the tool has to interact with the item in order for the action to be completed.

Use collider prefab constructor details panel

Next up, we will create the “Cauterizer” actor. This actor will need:

  • The Mages Interactable Item component

  • The Interactable Prefab Constructor component

  • The Gesture Hands component

We will also add a Box Collision component to the tip of the cauterizer.

Cauterizer Tool components

Now that we’ve created our tool, we have to tell the Use actor (on which it will applied), what kind of objects can be applied on to it. Select the Use Collider Prefab Constructor component, and add the newly created tool to the Prefabs Used array property:

Use with Tool Action Blueprint

The following blueprint will spawn the necessary actors for this action:

Use with Tool Action Blueprint

Use With Collision Hit

There are cases where you might need the user to hit an interactable using a tool, rather than apply it continuously on the interactable item. We will use a mallet to set-up an action where the user has to hit the back gate into place.

Hit-able Item

We generate an actor with the following components:

  • The Transform Saver component

  • The Use Collider Prefab Constructor component

  • And a collision shape component (in this case, we will use a Box Collision component)

Hit-able actor

To configure this actor so that the user has to hit it with a tool, we change the following properties of the Use Collider Prefab Constructor component, in the details panel:

  • Set the Collider Trigger property to “Hit”

  • Set the Hit Times property to however many times the user has to hit the object (in this case we set it to 3)

  • Set the Hit Movement Vector to “0.0, 0.0, -1.0”, so that the object will move downwards with each subsequent hit


The hit-able item’s saved transform (applied using the Transform Saver component), should be its final location. The component will automatically offset the object, depending on the Hit Movement Vector and Hit Times properties.

Hit-able actor


To create the tool which will be used to hit the object, create a new actor with the following components:

  • Transform Saver component

  • Mages Interactable Item component

  • Interactable Prefab Constructor component

  • Gesture Hands component

  • A collision shape component; in this case we use a Box Collision component

Hit-able actor


The collision shape component will only be used for striking the hit-able item we created previously, the collision of the Static Mesh Component named “Mallet” will be used for grabbing the tool, since the Mages Interactable Item component is placed under it in the component hierarchy.

Open the Hit-able item’s blueprint and in the Use Collider Prefab Constructor component properties, add the mallet to the Used Prefabs array property:

Hit-able actor

The following blueprint graph will spawn the two actors for this action:

Hit-able actor