Skip to content

📘 Object Data Guide

🧩 Struct: FB1ObjectTableRow

Defines a placeable or interactive object in the game world, including metadata, asset links, conditions, and pricing.

Properties

  • Id (FName): Unique identifier for the object. (L10N_Name = DisplayNameTextId, L10N_Desc = DescriptionTextId)
  • DisplayNameTextId (FString): Localized name for the object. (StringTableKey = "Id")
  • DescriptionTextId (FString): Localized description text. (StringTableKey = "Id")
  • StateVariationId (FName): ID linking to visual state variation logic. (Foreign = "StateVariation.Id")
  • ObjectTemplateId (FName): Template that provides the base layout and parts. (Foreign = "ObjectTemplate.Id")
  • ObjectCategory (FName): Broad category the object belongs to (e.g., Furniture, Structure).
  • FilterCategory (FName): Filter used for UI organization or gameplay restrictions.
  • Asset (TSoftObjectPtr<UBlueprint>): Blueprint asset used to spawn this object.
  • AssetTableId (FName): Row ID in a blueprint asset table (if applicable).
  • DevOnly (bool): If true, the object is only available in development builds.
  • Icon (TSoftObjectPtr<UObject>): Icon shown in placement or inventory UI. (AllowedClasses = Texture2D, SlateTextureAtlasInterface)
  • ObjectFilterTags (TArray<FName>): Tags for filtering or search functionality.
  • ObjectTags (TArray<FName>): Logical or gameplay tags applied to this object.
  • InitialStatId (TArray<FName>): Stats applied when the object is placed. (Foreign = "Stat.Id")
  • AvailableStatId (TArray<FName>): Stats that are monitored while the object is active. (Foreign = "Stat.Id")
  • ConditionId (FName): Condition that must be met for this object to appear. (Foreign = "ObjectCondition.Id")
  • MaskObjectId (FName): Optional masking rule applied when this object is attached to slots. (Foreign = "MaskObject.Id")
  • Quality (int32): Quality level of the object (affects pricing or rewards). (ClampMin = 0)
  • Weight (int32): Weight of the object (used for carrying/storage logic). (ClampMin = 0)
  • InventoryCount (uint8): Maximum stack count for the inventory. (ClampMin = 1)
  • ObjectSoundNotifyId (FName): ID for sound notification rules. (Foreign = "GameObjectSound.Id")
  • GrabDtId (FName): Grab data table reference for interaction logic. (Foreign = "Grab.Id")
  • TaxId (FName): Identifier for tax classification logic.
  • ObjectWeatheringGroupId (FName): ID for weathering behavior group. (Foreign = "ObjectWeathering.Id")
  • PopUpDescriptionId (FName): ID for popup info text. (Foreign = "ObjectPopUpDescription.Id")
  • Price (int64): Cost of the object when purchased or placed. (Private, ClampMin = 0)