Buildable

Subclassing the buildable class will allow you to create functionality that isn’t 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 regular Destroy() 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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