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Components

CAT Assembly Component

Owns runtime Assembly State and coordinates query, command, simulation, save/load, control, replication, and events.

Representative areas:

  • Query: Get Parts, Get Relations, nearest Part, hit-result resolution.
  • Command: validate, execute, attach, detach, and merge.
  • Simulation: Enter Simulation and Exit Simulation.
  • Control: begin/end Control Session and submit actuator signals.
  • Persistence: build, save, load, and restore assembly data.
  • Events: relation added/removed/broken, part removed, state changed, execution report.

CAT Assembly Interactor Component

Player-owned command submission boundary for networked gameplay.

  • Submit Assembly commands.
  • Submit control signals and Controller actions.
  • Begin and end Control Station interaction.
  • Request save and spawn/load operations.

CAT Grab Component

Player interaction component for target detection, physical hold, assembly placement, connector snapping, rotation, distance adjustment, and detach actions.

CAT Grabbable Component

Assembly-side state for whether a target is currently grabbed and by which Actor. Exposes grab start/end events and server timestamps.

CAT Physics Execution Component

Builds and manages the physics projection. It is normally coordinated by the Assembly Component rather than manipulated directly in gameplay Blueprint.

Component Add manually? Primary audience
Assembly Component Usually provided by Assembly Actor Gameplay and systems
Assembly Interactor Yes, on player-owned Actor Player commands
Grab Component Yes, on player character/pawn Interaction
Grabbable Component Provided by Assembly Actor Interaction state
Physics Execution Usually managed internally Advanced/runtime integration