Fixed being able to open a chest while standing on top of it
Refactored some Interactable logic to make it easier to put a different interactable primitive trigger on an object. To put a new trigger:
Make a new primitive and override: GetInteractableTrigger
Subsciribe to the Begin/End Overlap events for the new trigger
Look at LootChest to see an example, made a new box collider for the cehst so it can only be opened from the front (not top or back)