Buildable
Subclassing the buildable class will allow you to create functionality that isnβt otherwise available, such as a crafting station. Just remember to set the Buildable Class in the Buildable Definition so the right class is being spawned for that definition.
Callable Functions
TryDestroyBuildable()
This will attempt to destroy the buildable. Always use this function when you want to destroy a buildable. Using the regularDestroy()
function might cause issues.GetAllActions()
Get all available actions for this Buildable.GetOwnedGameplayTags()
Get all owned tags on this Buildable.GetClosestMatchingSocket()
Get the closest socket matching the Proxy Actors socket tag requirements.GetClosestSocket()
Get the closest socket to the given world location, regardless of the socket tag requirements.GetBuildableDefinition()
Get the buildable definition of this Buildable.FindSocketByName()
Find a socket by name, returns false if the socket does not exist.OccupySocket()
Makes the Buildable to Attach occupy the target socket.ReleaseSocket()
Releases the Socket which the Attached Buildable is occupying.GetAttachedBuildable()
Get the buildable which is attached to this socket.GetAttachedBuildables()
Get all buildables which are attached to this buildable.
Delegates/Event Dispatchers
OnBuildableDestruction()
You can bind to this event. Will be executed when upon Buildable Destruction.OnBuildableAttached()
You can bind to this event. Will execute upon new buildable being attached to this one.OnBuildableDetached()
You can bind to this event. Will execute upon other attached buildable being detached from this one.
Overridable Functions
OnBuildableDestroyed()
Overridable Event. This allows you to add your own logic to what should happen upon this Buildable being destroyed.
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