Show pagesourceOld revisionsBacklinksExport to PDFBack to top Share via Share via... Twitter LinkedIn Facebook Pinterest Telegram WhatsApp Yammer Reddit TeamsRecent ChangesSend via e-MailPrintPermalink × Table of Contents Mechanisms Blueprint Workflow C++ Workflow Mechanisms Mechanisms are the main parts of the Machine which contain scoped Subject, Subjectives, Chunks and Belts. You enchain the matching Iterables via Mechanisms, so these also actually manage the Chains. Each UE World, that has any Apparatus-specific entities is accompanied by a Mechanism automatically, you don’t have to worry about that. Blueprint Workflow Mechanisms are managed automatically according to the current world object contexts. C++ Workflow To obtain a Mechanism for a World one would call API like: AMechanism* Mechanism = UMachine::ObtainMechanism(GetWorld()); You can then use the instance to spawn a Subject for example: FSubjectHandle Subject = Mechanism->SpawnSubject(); Creating your separate (possibly transient) Mechanisms is also supported and can be handy. You instantiate the Mechanism like you would any other UObject (NewObject<UMechanism>(...)): AMechanism* Mechanism = NewObject<AMechanism>(GetTransientPackage()); Please, see the corresponding API reference for more details. en/toolworks/docs/apparatus/mechanism.txt Last modified: 2021/12/30 20:52by vladius