Buildable
A buildable is simply something you will be able to place with the
building gun. Even if it is just a foundation, it is still a
FGBuildable
.
Adding the Actor
Making a buildable is pretty easy. Itself is an actor with just a bit
more default values. And we don’t need a conveyor mesh. This time we
create an own folder for the buildable to have textures, meshes and so
on in one place. Create it in a new folder called "Buildables" in the
mod-root-folder, and call itself f.e. "DocBuild". Create the actor class
of type FGBuildable
with f.e. the name "Build_DocBuild".
Now we simply also need to add the buildable description by simply
filling the default values. Leave M Hologram Class
at Nonde because
the FGBuildable
will find the needed value by itself, fill
M Display Name
with something like "Doc Counter" and
M Descriptions
with "this counts items".
As you can see, the actor already contains some components. But not any
visuals, so, now add a new static mesh component in the center of the
viewport. You need to know that the center is the position where the
build gun targets for. You can use this <Mesh_DocBuild.fbx>
example
mesh.
Make it paintable
We want to make our buildable paintable (paint it with the paint gun).
Because the FGBuidable
-class already provides a basic implementation
for that, the example mesh already provides a proper UV map for the
standard material. You just need to make sure that you tell the mesh to
use the "Factory_Inst" material.
If you want to learn how to UV map your models for the standard material or to implement your functionality, please refer to the Paintable concept page. |
Adding the Descriptor
The descriptor is very similar to the FGItemDescriptor
but with some
simple additions, a FGBuildable
-Class reference, and some
Build-Category stuff you can set up how you want to. In our case simply
add a new BP-Class of type FGBuildingDescriptor
to the same folder
as the buildable itself and call it f.e. "Desc_DocBuild". You can use
this <Icon_DocBuild.png>
as icon.
Make sure you use |
Define the Recipe
Simply do the same as for the Item, but this time as Item-Class you need
to use the FGBuildingDescriptor
and set the ProducedIn
-field to
FGBuildGun
.
That’s it! You don’t need to register anything else. When the recipe gets loaded, everything else also gets loaded and the buildable in the save file has soft references to the classes, and if they get loaded also the classes like out newly created buildable get loaded.