This page contains documentation for the most common component types. WIP.
See the Comprehensive Component Hierarchy List for all possible components used in the game, organized by hierachy. Use for researching and documenting components.
For a json dump of all existing components and their properties, check DrPresto's github repository.
For a hands-on guide on how to safely change components in .app files, look here.
Components are not a file type but an internal data structure and part of .ent or .app files.
Components are how the game adds anything to the in-game world, from pag3d data over player interaction prompts to explosion sounds. Entities and Appearances use components in order to slim down what data each game object has to carry, adding or removing them as needed.
In general, these should be globally unique so you can target them via partsOverrides. Feel free to ignore this (almost everyone else does), but do read the next section.
Body component prefixes affect how the game calculates garment support and you're strongly encouraged to stick to those naming conventions to make use of it. Please see the corresponding wiki page for a list.
Common component properties explained. For a more detailed list, please see Documented Components.
Only used for mesh components.
For documentation of this, see the ChunkMasks section on Submeshes, Materials and Chunks.
Relative path to a resource within the game files. Used to load dependencies — meshes, rigs, animations, effects.
EntSlotComponent and EntEffectSpawnerComponent
Published: Feb 09 2024 by Last documented edit: Mar 4 2024 by
This page will tell you how effect components work and how they interact with each other.
For an overview on existing effect materials, check FX Material Properties
For a guide on how to use effects, check AMM: Light Components
You will see two kinds of effect component types, which always occur in pairs.
Usually called fx_slots
, this component allows you to place your effects in the world. It requires the definitions in the #enteffectspawnercomponent to work.
If you want the position of your effects to follow the movement of parts of the object you can set the boneName
an existing bone of your object
In this case the relativePosition
will be relative to the bone's position
Usually called fx_whateverTheEffectIs
, this component defines and registers effects which can then be placed via slots.
In the entEffectSpawnerComponent
, delete:
the placementTag
entry that you want to get rid of
the corresponding entry in placementInfos
(see the yellow arrows on the screenshot under #enteffectspawnercomponent)
In the entSlotComponent
, delete:
The entry in slots
referencing the previously deleted component by name.
In the entEffectSpawnerComponent
, add:
a new placementTag
at the end of the array with the name of your new entry (e.g. fx_candle_slot_04
)
a new entry under placementInfos
(by duplicating the last entry), setting the placementTagIndex
to the numeric index of the placementTag
you created in step 1
In the entSlotComponent
, add:
a new entry in slots
with the name that you created in Step 1
If you are making effects into equipment, having the same autoSpawnTag will make it so equipping one will despawn the other one.
eventRUID in the ent component must be the same as the effect particles ruid, and ideally should be unique across everything. You can right click on a RUID field and choose "Generate new CRUID" to generate a semi-random new CRUID and then copy it across so they match.
Please check AMM: Light Components -> #placing-your-light-components for a detailed guide!
See the for all possible components used in the game, organized by hierachy. Use for researching and documenting components.
For a json dump of all existing components and their properties, check
For a hands-on guide on how to safely change components in .app files, look .
Your favourite kind of mesh component is the , as it does not have any physics properties that can crash the game.
The 's physics properties can be responsible for crashes if you edit the linked mesh.
See
Like , but with a physicalMesh
and physics.
Usually comes together with an (they're usually named collar
for clothes and dangle
for hair and accessories).
The physics will cause crashes if you alter the mesh file (yes, even if it's just a refit). As an alternative, you can use a regular mesh component together with .
Adds physics to garments and hair meshes. This is the "safe" way of doing it, opposed to , which can cause crashes.
Used for components on low levels of details such as and .
Please see for details
Defines visibility of individual submeshes |
meshAppearance |
castShadows castLocalShadows |
forceLODLevel |
Hierarchy of WolvenKit.RED4.Types.entIComponent
Full list of components, organized by hierarchy, useful for researching and documenting new components. For a json dump of all existing components and their properties, check
For a hands-on guide on how to safely change components in .app files, look .
If you decide to document a component, make a new expandable entry on on the page, followed by the discovered behavior and usage and link back to that in this list.
AIObjectSelectionComponent
AIOffMeshConnectionComponent
AISignalHandlerComponent
entAnimationControllerComponent
entAnimationSetupExtensionComponent
entAnimGraphResourceContainer
entEffectAttachmentComponent
entExternalComponent
entMorphTargetManagerComponent
entFacialCustomizationComponent
entIMoverComponent
gameRootTransformAnimatorComponent
moveComponent
entIPlacedComponent
entAmbientSoundEmitterComponent
entBaseCameraComponent
entRenderToTextureCameraComponent
gameuiHolocallCameraComponent
entVirtualCameraComponent
gameCameraComponent
gameFPPCameraComponent
gameFreeCameraComponent
gameScreenshot360CameraComponent
gameTPPCameraComponent
vehicleTPPCameraComponent
vehicleVehicleProxyBlendCamera
gamePhotoModeBackgroundCameraComponent
gameWorldSpaceBlendCamera
entDynamicActorRepellingComponent
entISkinableComponent
entCorpseComponent
entInstancedAnimationComponent
entIVisualComponent
cpConveyorComponent
entClothComponent
entDebug_ShapeComponent
entDecalComponent
entEffectSpawnerComponent
entEnvProbeComponent
entFogVolumeComponent
entISkinTargetComponent
entMorphTargetSkinnedMeshComponent
entCharacterCustomizationSkinnedMeshComponent
entPhysicalSkinnedMeshComponent
entLightBlockingComponent
entLightChannelComponent
entLightComponent
cpGameplayLightComponent
gameLightComponent
vehicleLightComponent
entMeshComponent
entDebug_MeshComponent
entEditorMeshComponent
entPhysicalMeshComponent
entAppearanceProxyMeshComponent
entBakedDestructionComponent
HudMeshComponent
entParticlesComponent
entPhysicalDestructionComponent
entVectorFieldComponent
entVirtualCameraViewComponent
ScriptableVirtualCameraViewComponent
gameBinkComponent
entMarketingAnimationComponent
entPhysicalTriggerComponent
entPhysicalImpulseAreaComponent
entTriggerComponent
entPlaceholderComponent
entSimpleColliderComponent
entSlotComponent
gameHitRepresentationComponent
gameOccupantSlotComponent
entSoundListenerComponent
entStaticOccluderMeshComponent
entTargetPointComponent
entTransformComponent
entVisualOffsetTransformComponent
entTriggerActivatorComponent
gameaudioAcousticPortalComponent
gameAudioEmitterComponent
gameaudioSoundComponentBase
gameaudioSoundComponent
gameaudioVehicleAudioComponent
gameWeaponAudioComponent
gameEntityStubComponentPlacedProxy
gameEnvironmentDamageReceiverComponent
gameinfluenceBumpComponent
gameinfluenceComponent
gameinfluenceHeatAgentComponent
gameinfluenceObstacleComponent
gamemappinsMappinComponent
gameMovingPlatform
gameNavmeshDetector
gamePingComponent
gameprojectileComponent
gameprojectileSpawnComponent
gameStaticAreaShapeComponent
gameStaticTriggerAreaComponent
gameTransformAnimatorComponent
mpInteractionActivatorComponent
senseComponent
senseSensorObjectComponent
senseVisibleObjectComponent
vehicleChassisComponent
WidgetBaseComponent
IWorldWidgetComponent
AdvertisementWidgetComponent
StreetSignWidgetComponent
WorldWidgetComponent
WidgetHudComponentInterface
WidgetHudComponent
WidgetMenuComponentInterface
WidgetMenuComponent
workWorkspotResourceComponent
entLocalizationStringComponent
entRagdollComponent
entTransformHistoryComponent
entVertexAnimationComponent
entVisualControllerComponent
entWetnessComponent
gameAIDirectorTensionAnalyzeComponent
gameAttachmentSlots
gameaudioMusicSyncComponent
gameBraindanceDissolveComponent
gameComponent
AICAgent
AIHumanComponent
AIVehicleAgent
AITargetTrackerComponent
TargetTrackingExtension
cpTestComponent
ElevatorController
EntityStubComponent
gameAttitudeAgent
gameDeviceCameraControlComponent
gameDeviceComponent
PSD_Detector
PSD_Master
ScriptableDeviceComponent
ActionsSequencerController
ActivatedDeviceController
BarbedWireController
ActivatedDeviceNPCController
AlarmLightController
AOEEffectorController
ArcadeMachineController
PachinkoMachineController
BaseAnimatedDeviceController
MainframeController
RetractableAdController
SlidingLadderController
BaseDestructibleController
BasicDistractionDeviceController
BlindingLightController
ReflectorController
CleaningMachineController
ConfessionBoothController
ExplosiveDeviceController
C4Controller
ExplosiveTriggerDeviceController
SensorDeviceController
SecurityTurretController
SurveillanceCameraController
FanController
NetrunnerControlPanelController
SmokeMachineController
BillboardDeviceController
CandleController
ChestPressController
CoderController
ConveyorController
DataTermController
DisplayGlassController
DisposalDeviceController
DoorController
MovableWallScreenController
WindowController
DoorProximityDetectorController
DropPointController
ElectricLightController
GameplayLightController
ExitLightController
ForkliftController
FridgeController
GenericDeviceController
GlitchedTurretController
HoloDeviceController
HoloFeederController
InteractiveAdController
InteractiveSignController
IntercomController
InvisibleSceneStashController
JukeboxController
LadderController
LaserDetectorController
LcdScreenController
ApartmentScreenController
MasterController
AccessPointController
ActivatorController
AOEAreaController
BaseNetworkSystemController
DoorSystemController
DestructibleMasterDeviceController
DestructibleMasterLightController
DeviceSystemBaseController
PersonnelSystemController
SecuritySystemController
SurveillanceSystemController
DisassembleMasterController
ElectricBoxController
FuseBoxController
FuseController
LiftController
MaintenancePanelController
NetworkAreaController
RoadBlockTrapController
SecurityAlarmController
SecurityAreaController
SecurityGateController
SimpleSwitchController
SmartHouseController
SoundSystemController
TerminalController
ComputerController
SmartWindowController
ElevatorFloorTerminalController
TrafficIntersectionManagerController
VentilationAreaController
MediaDeviceController
HoloTableController
RadioController
TVController
WallScreenController
MovableDeviceController
NcartTimetableController
NetrunnerChairController
OdaCementBagController
PortalController
ProximityDetectorController
RoadBlockController
SecurityGateLockController
SecurityLockerController
SpeakerController
StashController
StillageController
ToiletController
TrafficLightController
CrossingLightController
TrafficZebraController
VehicleComponent
AVComponent
CarComponent
MotorcycleComponent
VendingMachineController
IceMachineController
VendingTerminalController
VentilationEffectorController
WardrobeController
WeakFenceController
WeaponTrainingController
WeaponVendingMachineController
WindowBlindersController
gameEntitySpawnerComponent
gameEntityStubComponent
gameInventory
gameMasterDeviceComponent
gameScriptableComponent
AdamSmasherComponent
AIRelatedComponents
AICustomComponents
CentaurShieldController
AIMandatoryComponents
HitReactionComponent
HitReactionMechComponent
StatusEffectManagerComponent
AIPhaseStateEventHandlerComponent
AppearanceRandomizerComponent
AreaEffectVisualizationComponent
BossStealthComponent
CombatHUDManager
DEBUG_VisualizerComponent
DetectorModuleComponent
DeviceConnectionHighlightComponent
DeviceDebuggerComponent
DeviceTimetable
DiodeControlComponent
DisarmComponent
DisassemblableComponent
DrillMachineScanManager
DroneComponent
DurabilityComponent
EntityAttachementComponent
Example_FxSpawning
FastTravelComponent
FollowSlotsComponent
FxResourceMapperComponent
gameAINetStateComponent
NPCStatesComponent
GameplayRoleComponent
InputDeviceController
InspectableObjectComponent
InspectionComponent
MinotaurMechComponent
ObjectMoverComponent
OdaComponent
PhotoModePlayerEntityComponent
PlayerPhone
QuickSlotsManager
ReactionManagerComponent
ResourceLibraryComponent
RewireComponent
RoyceComponent
SampleComponentWithCounter
SampleCounterDisplayComponent
SasquatchComponent
ScannerControlComponent
ScavengeComponent
SimpleTargetManager
StimBroadcasterComponent
TankTurretComponent
TestScriptableComponent
TrapComponent
UpdateComponent
VendorComponent
WeaponPositionComponent
WorkspotMapperComponent
gameSquadMemberComponent
SquadMemberBaseComponent
gameStatsComponent
gameStatusEffectComponent
gameVisionModeComponent
scnVoicesetComponent
vehicleCameraManagerComponent
vehicleController
vehicleGarageComponent
vehiclePersistentData
gameComponentsStateSaveComponent
gameCrowdMemberComponent
CrowdMemberBaseComponent
gameDoorComponent
gameEthnicityComponent
gameFootstepComponent
gameHumanoidBody
gameImpostorComponent
gameinteractionsReactionComponent
gameITriggerDestructionComponent
gameBodyTriggerDestructionComponent
gamePuppetTriggerDestructionComponent
gameLadderComponent
gamemountingMountableComponent
gameMovingPlatformMountableComponent
gameObjectMountableComponent
gamePuppetMountableComponent
vehicleVehicleMountableComponent
gameMultiEcsManagerComponent
gameMuppetComponent
gameMuppetBlackboardsComponent
gameMuppetInputStates
gameMuppetInventory
gameMuppetLocomotionComponent
gameMuppetPhysicsComponent
gameMuppetRawInput
gameMuppetStats
gameMuppetUpperBodyRequestsComponent
gameMuppetInputHandlerComponent
gameNarrationPlateComponent
gameNetrunnerPrototypeComponent
gameObjectCarrierComponent
gamePhantomEntityComponent
gamePhotoModeBackgroundViewComponent
gamePhysicalDestructionListenerComponent
gamePlayerCommandConsumerComponent
gamePlayerControlledComponent
gamestateMachineComponent
gamePlayerMappinComponent
gamePlayerTierComponent
gameScanningActivatorComponent
gameSimpleOccupantSlotSpawner
gameSourceShootComponent
gameTargetingActivatorComponent
gameTargetingLocalizedEffectComponent
gameTargetShootComponent
gameTPPRepresentationComponent
gameuiICharacterCustomizationComponent
gameuiCharacterCustomizationBrokenNoseController
gameuiCharacterCustomizationPersonalLinkController
gameuiICharacterCustomizationBodyController
gameuiCharacterCustomizationBodyController
gameuiICharacterCustomizationBodyPartsController
gameuiCharacterCustomizationBodyPartsController
gameuiCharacterCustomizationFeetController
gameuiCharacterCustomizationGenitalsController
gameuiCharacterCustomizationHairstyleController
gameVisionActivatorComponent
gameWeakspotComponent
moveIMotionPlannerComponent
moveMotionPlannerComponent
moveDroneMotionPlannerComponent
movePoliciesComponent
worldTrafficLightListenerComponent
Loads a
Selects an entry from the mesh's array
Enables/disables
Force