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      • Ultimate Building System Component (UBS)
      • Buildable Definition
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On this page
  • Buildable Definition
  • Buildable Proxy
  • Proxy Behavior
  • Trace Behavior
  • Placement Condition
  • Buildable
  • Actions
  • Tag Qualifier Conditions
  • Dependencies
  • Sockets
  • Socket Connections
  • Post Build Events
  • UBS_Component
  1. Code Systems
  2. Ultimate Building System Framework (UBS)

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 a Proxy Actor which acts as a temporary visualization for the Buildable itself. It contains the logic for snapping to another buildable, 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 a buildable 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 a buildable upon being placed. Actions is a modular way to reuse and create new logic for any actions the buildable should have, for example a door could have a β€œopen/close” 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, a Pillar could receive the Structure.Type.Foundation tag when attached to the ground. This class simplifies setting up such conditions.

Dependencies

  • Dependencies define conditions for when a Buildable should be destroyed based on external factors. For example, a range-based Dependency could ensure that a ceiling must be within a certain range of a foundation. If this condition is not met, the ceiling will be destroyed.

Sockets

  • Sockets are objects created based on the Socket Name setting in the developer settings. When buildable objects are placed, sockets are automatically created for them, allowing proxies to snap to these sockets.

    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 for actions that need to occur after a buildable 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 handles socket management, snapping, and connections. It's fully compatible with the Buildable 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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Last updated 7 months ago

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