📘 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)