Introduction
The Ultimate Building System is a modular framework that allows for easy customization of its default functionality. You can either use the system with its current behavior or create your own custom behavior by mixing and matching the functionalities you need.
This system is fully replicated, so users can focus on designing how the system should work without worrying about replication details.
Buildable Definition
This is a data asset where you set up all the data and functionality for the
buildable
,proxy behavior
, placement and destroyed visual effects and sounds.
Buildable Proxy
The
Buildable Proxy
is aProxy Actor
which acts as a temporary visualization for theBuildable
itself. It contains the logic for snapping to anotherbuildable
, as well as when it can and cannot be placed.
Proxy Behavior
This class functions as a "Template" for you to create different kinds of
proxy behaviors
which can quickly be assigned to abuildable definition
reducing the time it takes to set up a new definition.
Trace Behavior
This class is meant to contain for determining where the
Buildable Proxy
should appear on a per frame basis.Here you can reuse or create new logic for how and where a proxy should be placed at.
Placement Condition
This class acts as a modular and easy way to reuse or create new logic for when a
buildable
can be placed.
Buildable
This actor is the physical representation of an object which has been placed.
Actions
Actions
are applied to abuildable
upon being placed.Actions
is a modular way to reuse and create new logic for anyactions
thebuildable
should have, for example a door could have a βopen/closeβ action to allow opening as well as a lock action-
Tag Qualifier Conditions
This allows you to create custom logic for assigning specific tags to
Buildables
. For example, aPillar
could receive theStructure.Type.Foundation
tag when attached to the ground. This class simplifies setting up such conditions.
Dependencies
Dependencies
define conditions for when aBuildable
should be destroyed based on external factors. For example, a range-basedDependency
could ensure that aceiling
must be within a certain range of afoundation
. If this condition is not met, theceiling
will be destroyed.
Sockets
Sockets
are objects created based on theSocket Name
setting in thedeveloper settings
. Whenbuildable
objects are placed,sockets
are automatically created for them, allowingproxies
tosnap
to thesesockets
.Each socket contains:
A Tag entry that defines the type of socket.
An Outbound Connection Tag that specifies what this socket can connect to.
A Connection entry, which allows for multi-inbound connection capabilities.
Socket Connections
Socket Connections are part of a Socket, they allow for multiple buildables to be attached to the same socket with different rotational offset properties.
Post Build Events
The
Post Build Event
class is useful foractions
that need to occur after abuildable
has been placed. If you require a feature that isn't part of the default framework then this class provides the flexibility to implement it.
UBS_Component
This
component
handlessocket management
,snapping
, andconnections
. It's fully compatible with theBuildable
Actor included in the plugin. This is added to a character which allows enables that character to be able place buildables.
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