Entity Instance Data

This page quickly outlines what Entity Instance Data is, what it is used for and some basic examples

What is it

  • Entity Instance Data can be defined for any Entity type node

  • It is used to override properties of the entity and its components, on a instance basis

    • This means you can make changes to once specific instance of an entity, without changing all the other ones which use the same .ent

What can it do

  • It can change any component's properties, just like you would in WolvenKit

  • Often this is used for:

    • Changing component size or offset

    • Changing the mesh a component uses

    • Changing behavior of e.g. Doors and other devices

    • Setting up devices such as elevators and FT points

Basic Example

Making a Green and Wide arcade machine

Smartframe Example

  • This example will show you how to change the size and aspect ration of a smartframe

  • First, spawn any of the smartframes as Entity, e.g. base\gameplay\devices\frames\base\smart_frame_a.ent

  • You will need to change the dimensions in three places:

    • Frame mesh component

    • Screen mesh component

    • UI component

  • Lets start with the mesh components:

    • The smartframe has two mesh components, find them by searching for mesh under the Entity Instance Data header

    • Expand them, and scroll down to locate the visualScale, then change the size there

  • To Adjust the aspect ratio of the UI, find the component named ui

    • Adjust the values under the dimensions header, to have the same ratio as the mesh scales

First change the two mesh sizes, then adjust the UI size

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