Developer Settings
The Developer Settings in the Ultimate Building System Framework allow you to customize several important behaviors and visual feedback options for the system. This section provides control over materials for placement validation, socket configuration, structural range settings, and default logic behaviors.
Materials
Valid Proxy Material: This material is displayed when the building component can be placed successfully, giving the user visual confirmation of valid placement conditions.
Invalid Proxy Material: This material is shown when the placement of the building component is not allowed, offering clear feedback on invalid conditions, such as overlapping objects or out-of-bounds positioning.
Socket Settings
Socket Name: This is a partial string that the system looks for to turn a mesh socket into a valid socket for the building system. The system will match this partial string against the available mesh sockets, ensuring that only valid sockets are used during building placement.
See Other Players Build Proxy: For multiplayer, this will allow other players to see other players buildable proxy.
Trace Channel Settings
The Buildable Trace Channel should be set to Buildable, this assumes you've setting up the collision channels correctly in Collision Channels.
This step is required for the having snapping and tracing behavior working correctly.
Note: This step is only possible in Version 1.2 and higher!
Default Logic
Default Actions: These Actions will be added to the buildable definition to every buildable definition upon its creation by default.
Proxy Behavior: This class determine the way a Constructible Proxy behave (Structure ghost before you place it). The one you set here will be created as a default entry within your newly created Buildable Definitions.
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