Entity Instance Data
This page quickly outlines what Entity Instance Data is, what it is used for and some basic examples
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This page quickly outlines what Entity Instance Data is, what it is used for and some basic examples
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
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
The sky is the limit, as you can change each components properties
It can be also very helpful for prototyping custom entities, as you get a realtime preview of the changes, for most properties
You can see it being used in the guides for elevators, FT points and security areas
You can right-click any property or component to reset it back to default
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
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