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How placement works

Buying furniture and placing it are two separate things. You buy from the Structures app on the office computer, which puts the item in your stock, then you place it later with B, anywhere you like.


The keys

Key What it does
B Open the build menu, and leave build mode
Left mouse Place the armed structure
R Rotate a quarter turn
X In edit mode, pick a placed structure back up

Clicking a tile in the menu arms that structure and closes the menu, so you go straight back to aiming. Ordinary interaction is suspended while you are in build mode, so you cannot open a fridge while placing one.

The menu shows no prices: you are not buying here, and the card shows the footprint and how many you have in stock.


Floors, walls and ceilings

Placement follows the surface you aim at, so wall lamps and ceiling fans work with no second system. Three booleans on the structure decide where it may go:

Field Meaning
CanPlaceOnFloor Any horizontal surface facing up, which includes desk and counter tops
CanPlaceOnWall Vertical surfaces
CanPlaceOnCeiling Horizontal surfaces facing down

They are three booleans rather than one choice, because a wall lamp can legitimately go on a wall and a ceiling.

A surface only accepts furniture if it blocks the StructureFoundation trace channel. Floors, walls, ceilings and desk tops block it; a gondola does not, which is why you cannot balance a gift box on a shelf. Making your own mesh a foundation is one line in its Collision panel.


Snapping

The snap settings are on the structure, so a gondola and a desk fan can use different grids:

Field What it does
SnapStepCm The grid step, in centimetres
FootprintCells The footprint, in cells
RotationStep The rotation increment

Physical size is FootprintCells × SnapStepCm: a gondola snaps at half a metre, a desk fan at ten centimetres, and a 125 cm fridge works because its step is 25. The footprint rotates with the structure, so a 1×3 turned sideways occupies 3×1.


When placement refuses

The reason is written under the crosshair, always:

Reason Meaning
Nothing selected to build No structure is armed
Not allowed in this area You are outside every zone the structure allows
A customer is standing here Someone is in the footprint
Something is already here Another placed structure overlaps

The four messages are variables on BP_PlacementManager, so rewording them means editing fields.

The overlap test looks at placed structures and customers, not at walls, so a shelf can bite a few centimetres into a wall if your grid and your walls do not line up. In the shipped level they do: every interior wall face sits on a grid multiple.


Edit mode

The EDIT button at the bottom right of the build menu enters it, and EDIT MODE appears under the crosshair.

Aim at a placed structure and the ghost snaps onto it. X picks it up and returns it to your stock for free, keeping its rotation, so putting it back down puts it back the way it was.

Some things refuse, and say why:

Refusal When
Customers are at this checkout Its queue is not empty
An employee is working here It has a cashier
This shelf still has stock on it It is not empty

Making an actor placeable

Add a BP_PlaceableComponent and set its Structure to the DA_Structure_* it came from. That is what makes it pickable in edit mode and sellable — including furniture you dropped into the level by hand in the editor. Leave Structure empty and edit mode will not see it.

See Add a placeable structure.


Buying and selling

The Structures app is the shop. Selling pays back RefundRatio, half by default.

Careful with one thing, since the shipped level lets you sell the furniture you started with: selling your last checkout is allowed, and with no till nothing generates income, while buying one back costs twice what selling it paid. To hold that one back, refusing a sale when stock + placed == 1 is one condition in SellStructure.


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