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UB1StateDataAsset

Overview

  • Data asset for the state system, configuring global states, fire behavior, tax IDs, and build mode preservation.

Metadata

FieldValue
Kindclass
EnvironmentB1 - Presentation
Categoryclasses
ExtendsUB1DataAssetBase

Properties (33)

NameTypeDescription
CachedAssetReferencesUObject[]Caches GlobalStateGroupInfo's FString AssetPath as a TSoftObjectPtr so the cooking system includes the asset in the package.
CleanDespawnSootStateGroupIdstringThe state group ID used when despawning soot objects during cleaning.
CleanDespawnSootStateIdstringThe state ID used when despawning soot objects during cleaning.
CollectElectricityTaxstringThe state ID representing basic electricity usage (collect electricity tax).
DustyGameObjectIdstringThe game object ID spawned to represent dust accumulation in a home.
ElectricityActivationstringThe state ID representing electricity reconnection.
ElectricityDecactivationstringThe state ID representing electricity disconnection.
FXAssetOverrideListtable<string, FB1StatePlayFXData>A map of state group IDs to their FX asset override configurations for fire states. StateGroupId
FireExtinguishInfotable<string, FB1FireExtinguishInfo>A map of fire state IDs to their extinguish configuration. Id
FireResistanceObjectTagstringThe object tag used to identify fire-resistant objects.
FireSpreadMaxRadiusnumberThe maximum radius within which fire can spread to nearby objects.
FireSpreadRatetable<integer, number>A map of spread count to spread probability, used to control fire propagation. Spread count, probability
FireSpreadTimenumberThe in-game time in minutes it takes for fire to spread to adjacent objects.
GlobalAvailableStatListstring[]The list of stat IDs that are globally available for all objects.
GlobalSelectionSetInfoFB1SelectionSet[]The list of selection set configurations applied globally.
GlobalStateGroupInfoFB1StateGroupInfo[]The list of state group configurations applied globally to all objects.
LiquidationstringThe state ID representing debt collection (liquidation).
PreserveBuildModeStatetable<string, string>A map of state group IDs to state IDs that must be preserved when passing data to the build mode layer.
PriceValueMaxRatenumberThe maximum price ratio allowed when selling an object.
PriceValueMinRatenumberThe minimum price ratio allowed when selling an object.
RepairObjectBrokenstringThe state ID applied to an object that is broken and needs to be replaced.
SaleableStateIdstringThe state ID applied to an object when it is listed for sale.
ScriptIdOnFireStartstringThe script ID executed when a fire starts.
SeizureInEffectstringThe state ID representing a seizure order being placed on the property.
SeizureReleasedstringThe state ID representing a seizure order being lifted from the property.
SiteActionIdOnFireEndstringThe site action ID triggered when a fire ends.
SiteActionIdOnFireStartstringThe site action ID triggered when a fire starts.
SoldoutStateIdstringHistory(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).
SootGameObjectIdstringThe game object ID of the soot decal spawned on floors after fire.
SootStatIdstringThe stat ID used to track the soot level on objects.
WallSootGameObjectIdstringThe game object ID of the soot decal spawned on walls after fire.
WaterAcativationstringThe state ID representing water reconnection.
WaterDecactivationstringThe state ID representing water disconnection.