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FF-OI-03: “Building setup” Rev ( 02) Feldfeste Operation Instruction FF-OI-03: “Building setup” Document History Revision Content Editor Time 01 Initial Document Creation Arina 03.05.2026 02 Formal update Arina 25.05.2026 Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) Table of Contents 1. Building setup Purpose of this document Targets: ● Configure building blueprint defaults (tags, meshes, costs, components) Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) 1 Building setup Open the blueprint and enter Class Defaults 1) Set Individual tag . For this tag, the data must be set in DT_Objects_info — class, icon, description, name (/Content/CA_Code/Blueprints/Wiki/DT_Objects_info.uasset) 2) Meshes All construction and destruction meshes need to be set. There must be at least 1 of each. There's no maximum — set as many as you want Look at BuildingConstructionMeshes and BuildingDestructionMeshes in class defaults Order matters! Documentation is written in the variable itself. Duplicating here: Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) Defines the visual state of the building based on its health percentage. The element at index 0 corresponds to 0% health and the element at the last index corresponds to 100% health In splines, you also need to set up PillarsMeshes . For now, we're using the same meshes for Pillars in Construction and Destruction Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) For preview in the blueprints, you can set the mesh in BuildingMeshMaster 3) Construction cost To set building cost, find RequiredResources . It's a map. Key is the resource, the value is the amount of that resource required for construction Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) For splines , look for the variables: Resources Per Unit — this is the cost of a spline 'segment'. The segment length is in CostUnitDistance 4) Important components: In StabilityComponent , set the building's max health. (Category: Attribute Default, Value: Init Max Value) In ResourceStorageComponent — the building's storage settings. The building limit settings shouldn't be set, because in the current implementation, the resource storage component for buildings is slightly different (Building Storage Component) and it acts as a proxy for the storage in Player State 5) Building-specific components Confidential Operation Instruction
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FF-OI-03: “Building setup” Rev ( 02) There are components only for some buildings. They don't need to be added to the base blueprint, only to buildings that actually need them: ● ResourceProduction — component for buildings that produce something. It describes the conditions and possible production. (A production 'recipe' must also be in the production table.) ● WorkersComponent — component that handles the ability for someone to work in the building Confidential Operation Instruction






