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 |