EntSlotComponent and EntEffectSpawnerComponent
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!
Published: Feb 09 2024 by Last documented edit: Mar 4 2024 by
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.
This is the good kind of mesh component, the one that will work without trouble, as opposed to .
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 |
Loads a
Selects an entry from the mesh's array
Enables/disables
Force