CachedAssetReferences | UObject[] | Caches GlobalStateGroupInfo's FString AssetPath as a TSoftObjectPtr so the cooking system includes the asset in the package. |
CleanDespawnSootStateGroupId | string | The state group ID used when despawning soot objects during cleaning. |
CleanDespawnSootStateId | string | The state ID used when despawning soot objects during cleaning. |
CollectElectricityTax | string | The state ID representing basic electricity usage (collect electricity tax). |
DustyGameObjectId | string | The game object ID spawned to represent dust accumulation in a home. |
ElectricityActivation | string | The state ID representing electricity reconnection. |
ElectricityDecactivation | string | The state ID representing electricity disconnection. |
FXAssetOverrideList | table<string, FB1StatePlayFXData> | A map of state group IDs to their FX asset override configurations for fire states. StateGroupId |
FireExtinguishInfo | table<string, FB1FireExtinguishInfo> | A map of fire state IDs to their extinguish configuration. Id |
FireResistanceObjectTag | string | The object tag used to identify fire-resistant objects. |
FireSpreadMaxRadius | number | The maximum radius within which fire can spread to nearby objects. |
FireSpreadRate | table<integer, number> | A map of spread count to spread probability, used to control fire propagation. Spread count, probability |
FireSpreadTime | number | The in-game time in minutes it takes for fire to spread to adjacent objects. |
GlobalAvailableStatList | string[] | The list of stat IDs that are globally available for all objects. |
GlobalSelectionSetInfo | FB1SelectionSet[] | The list of selection set configurations applied globally. |
GlobalStateGroupInfo | FB1StateGroupInfo[] | The list of state group configurations applied globally to all objects. |
Liquidation | string | The state ID representing debt collection (liquidation). |
PreserveBuildModeState | table<string, string> | A map of state group IDs to state IDs that must be preserved when passing data to the build mode layer. |
PriceValueMaxRate | number | The maximum price ratio allowed when selling an object. |
PriceValueMinRate | number | The minimum price ratio allowed when selling an object. |
RepairObjectBroken | string | The state ID applied to an object that is broken and needs to be replaced. |
SaleableStateId | string | The state ID applied to an object when it is listed for sale. |
ScriptIdOnFireStart | string | The script ID executed when a fire starts. |
SeizureInEffect | string | The state ID representing a seizure order being placed on the property. |
SeizureReleased | string | The state ID representing a seizure order being lifted from the property. |
SiteActionIdOnFireEnd | string | The site action ID triggered when a fire ends. |
SiteActionIdOnFireStart | string | The site action ID triggered when a fire starts. |
SoldoutStateId | string | History(25.08.05) (Summary) State does not exist in EA Live. Only Carriable objects can be sold. (Details) For furniture (non-carriable), the SoldOut state is applied and the object is deleted on entering build mode due to pathfinding issues. Furniture selling was removed in EA. The state ID applied to an object after it has been sold (sold out). |
SootGameObjectId | string | The game object ID of the soot decal spawned on floors after fire. |
SootStatId | string | The stat ID used to track the soot level on objects. |
WallSootGameObjectId | string | The game object ID of the soot decal spawned on walls after fire. |
WaterAcativation | string | The state ID representing water reconnection. |
WaterDecactivation | string | The state ID representing water disconnection. |