How-To: Choose a Scan Strategy

Goal: detect interactables the way your game's camera works - cursor (top-down) or forward aim (FPS/TPS). The strategy is simply which scan task your interact ability spawns; both tasks are this plugin's.

Pick a scan task

Scan taskUse forHow it works
UCrimsonAbilityTask_WaitForInteractableTargets_TopDownTraceDiablo / PoE cursor gamesDeprojects the mouse to the ground, sphere-searches around the hit, sorts by distance to cursor; fires hover enter/leave on the focused target; filters out targets farther than InteractionDistance from the avatar.
UCrimsonAbilityTask_WaitForInteractableTargets_SingleLineTraceFPS / over-shoulder TPSForward trace through the camera view, clipped to range; focused target = first hit along the aim. Interactables must overlap the trace channel.

Wire it up

Swap the scan task call in your interact ability's activation (Quick Start step 6 uses the single-line version). The top-down factory takes a ground-trace profile and cursor radius instead of a start location:

In GA_Interact's graph, replace the scan node: Wait For Interactable Targets Top Down Trace (Ground Trace Profile = BlockAll, Trace Distance 10000, Interaction Distance 200, Interaction Radius 200) -> same Interactable Objects Changed binding.
Verify
Enable scan debug (settings bShowDebugByDefault, or the debug flag on the task call) and watch the trace shape match your chosen strategy.
Building your own scan task?
Subclass UCrimsonAbilityTask_WaitForInteractableTargets, implement your trace, call UpdateInteractableOptions(Query, Targets), and bind InteractableObjectsChanged in your ability. The base stores CurrentOptions in priority order, so CurrentOptions[0] is the focused target. Append Interactable Targets From Hit Result (statics) does the interface collection for you.
CrimsonCore (requires all Crimson plugins)
CrimsonCore's prebuilt interact ability wraps these same two tasks behind a ScanStrategy enum dropdown - convenience only, same mechanics.