Components

Components are spawned in as a separate actor for each building object that uses them. The only exceptions are building objects that utilize only destructible/chaos components, which only spawn the actor on the client side at the moment the building object is destroyed. Other components, such as particle, niagara, light, audio, and UBS_Transform, cause an actor to be spawned with the building object. The components themselves are not spawned until they are needed. For instance, if they are set to toggleable, then they are not spawned until toggled on. If they are persistent, then they will be spawned with the actor.

Component: The actor component to be added to the building object. Relative Transform: The transform of the component relative to the building object. Info: Info settings explained on separate pages. Override Collision?: Do you want to customize the collision settings? Collision: Collision settings shown further down. Override Physics?: Do you want to customize the physics settings? Physics: Physics settings shown further down. Can Toggle?: Is this component toggled on/off through player interaction? Enabled?: Should this component start enabled when the building object first spawns?

Only certain components can have their settings customized. I have currently chosen the most common components, but more can be added by request, or you can add them yourself by editing the structs associated with the components. The information for each component above is explained on separate pages.

Physical Material Override: Generate Overlap Events?: Can Character Step Up On: Collision Profile Name: Use CCD?: Multi Body Overlap?: Trace Complex on Move?: Return Material on Move:

Simulate Physics?: All Mass Scale: Linear Damping: Angular Damping: Enable Gravity?: Constraint Mode: Ignore Radial Impulse?: Ignore Radial Force?: Apply Impulse on Damage?: Replicate Physics to Autonomous Proxy?: Walkable Slope Override: Should Update Physics Volume?:

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