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B1ObjectTableRow

  • Data table row defining the full configuration of a game object, including its visual, functional, and economic properties.
    * References templates, selection sets, stat IDs, inventory, sound, grab, and customization data for one object entry.
PropertyTypeDescriptionMetadata
DisplayNameTextIdFStringString table key referencing the localized display name for this object.Category: B1ObjectTableRow
StringTableKey: Id
DescriptionTextIdFStringString table key referencing the localized description text for this object.Category: B1ObjectTableRow
StringTableKey: Id
StateVariationIdFNameID referencing the state variation table row controlling this object's state behavior.Category: B1ObjectTableRow
Foreign: StateVariation.Id
ObjectTemplateIdFNameID referencing the object template table row defining this object's blueprint and placement behavior.Category: B1ObjectTableRow
Foreign: ObjectTemplate.Id
ObjectCategoryFNamePrimary category of this object used for build mode categorization.Category: B1ObjectTableRow
FilterCategoryFNameSubcategory (filter category) of this object used for secondary filtering in the build UI.Category: B1ObjectTableRow
MarketPriceIdFNameID referencing the market price table row used when selling this object.Category: B1ObjectTableRow
Foreign: MarketPrice.Id
AssetTSoftObjectPtrSoft reference to the blueprint asset representing this object in the world.
AssetTableIdFNameThis field is not used.
DevOnlyboolThis field is not used.
IconTSoftObjectPtrSoft reference to the icon texture displayed for this object in the build UI.Category: B1ObjectTableRow
RightUpperIconTSoftObjectPtrSoft reference to the upper-right corner badge icon displayed on this object's UI tile.Category: B1ObjectTableRow
ObjectFilterTagsTArrayTags used for filtering this object in the object placement menu.Category: B1ObjectTableRow
ObjectTagsTArraySemantic tags assigned to this object for use in conditions and script queries.Category: B1ObjectTableRow
Foreign: DataHint.Id
InitialStatIdTArrayIDs of stats initially set on this object when it is first placed.Category: B1ObjectTableRow
Foreign: Stat.Id
AvailableStatIdTArrayIDs of stats that this object can affect through interactions.Category: B1ObjectTableRow
Foreign: Stat.Id
ConditionIdFNameThis field is not used.Category: B1ObjectTableRow
Foreign: Condition_Object.Id
IsUnlockableboolWhether this object can be unlocked through ability or progression systems.Category: B1ObjectTableRow
MaskObjectIdFNameID referencing the mask object table row for slot masking when placing this object.Category: B1ObjectTableRow
Foreign: MaskObject.Id
Qualityint32This field is not used.Category: B1ObjectTableRow
ClampMin: 0
Weightint32Weight of this object used in inventory and carry calculations.Category: B1ObjectTableRow
ClampMin: 0
InventoryCountuint8This field is not used.Category: B1ObjectTableRow
ClampMin: 1
ObjectInventoryIdFNameID referencing the inventory table row defining how this object is stored.Category: B1ObjectTableRow
Foreign: Inventory.Id
ObjectSoundNotifyIdFNameID referencing the sound notify table row for audio feedback on this object.Category: B1ObjectTableRow
Foreign: GameObjectSound.Id
GrabDtIdFNameID referencing the grab data table row defining how this object can be grabbed.Category: B1ObjectTableRow
Foreign: Grab.Id
TaxIdFNameTax type identifier applied when buying or selling this object.Category: B1ObjectTableRow
ObjectWeatheringGroupIdFNameThis field is not used.Category: B1ObjectTableRow
Foreign: ObjectWeathering.Id
PopUpDescriptionIdFNameID referencing the popup description table row shown when inspecting this object.Category: B1ObjectTableRow
Foreign: ObjectPopUpDescription.Id
UseBowlOptionEB1UseSystemBowlOptionOption controlling whether and how the food bowl system is used when placing food into a specific slot.Category: B1ObjectTableRow
Priceint64Purchase price of this object in the base currency; accessed via GetOriginalPrice().Category: B1ObjectTableRow
ClampMin: 0
IdFNameUnique IdCategory: B1TableRowBase
CommentFStringDev CommentCategory: B1TableRowBase