Resource Assets

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Resource)

ID uint16: Must be a unique identifier.

Resource Properties

Auto_Skybox flag: Generate and assign a material and texture to the resource’s Skybox prefab. The mesh should have custom normals to match the lighting. For example, vanilla pine trees have upward normals, whereas spherical trees have outward normals.

BladeID byte: Weapons are unable to damage this resource unless they have a matching BladeID_# value. Defaults to 0.

Bypass_ID_Limit flag: Allows for using an ID value within the range reserved for official content.

Chart enum (EObjectChart): When a resource obstructs the terrain, it can appear on a map’s chart view. The pixel sampled for the resource’s color on the chart view can be set or overridden with this property. Defaults to None, and will sample (14, 0) from the Layer_Strip.

Christmas_Redirect GUID: GUID of the resource that should appear during the Festive holiday.

Exclude_From_Level_Batching bool: Exclude this resource from level batching. This property may be helpful when using elaborate setups with Unity Event components. Defaults to true when the SpeedTree flag is set.

Explosion GUID or uint16: GUID or legacy ID of EffectAsset to play when destroyed.

Forage flag: Instead of being destroyable, this resource can be foraged from by interacting with it.

Forage_Reward_Experience uint32: Amount of experience to reward when the resource is foraged from. Defaults to 1.

Halloween_Redirect GUID: GUID of the resource that should appear during the Halloween holiday.

Health uint16: Total amount of health the resource has. Defaults to 0.

Holiday_Restriction enum (ENPCHoliday): If a valid value is specified, then this resource will only be visible during the corresponding holiday. The specified holiday will be appended to the resource’s user-friendly name. Defaults to None.

Log uint16: ID of an item that should be dropped when the resource is destroyed. Before multipliers, this item is dropped in bunches of 3 to 7. Defaults to 0. Deprecated in favor of Reward_ID.

No_Debris flag: This resource does not have debris that should appear when it has been destroyed.

Reset float: Delay before respawning, in seconds.

Reward_ID uint16: ID of an item spawn table to use for rewards. Defaults to 0.

Reward_Min byte: Minimum amount of item drops to reward. Defaults to 6.

Reward_Max byte: Maximum amount of item drops to reward. Defaults to 9.

Reward_XP uint32: Amount of experience to reward when the resource is destroyed.

Scale float: The value of this property is always parsed as its absolute (positive) value. An object’s scale is a random number between 1.1 and the result of 1.1 + (Scale * 2).

SpeedTree flag: This resource should be considered a SpeedTree when using higher graphical settings.

SpeedTree_Default_LOD_Weights flag: Use the default LOD weights intended for a SpeedTree.

Stick uint16: ID of an item that should be dropped when the resource is destroyed. Before multipliers, this item is dropped in bunches of 2 to 5. Defaults to 0. Deprecated in favor of Reward_ID.

Vertical_Offset float: A vertical offset above or below wherever this resource is placed, in meters. Defaults to -0.75.

Vulnerable_To_All_Melee_Weapons bool: When true, this resource can be damaged by melee weapons that do not have a corresponding BladeID_# value. Defaults to false.

Vulnerable_To_Fists bool: When true, this resource can be damaged by a player’s fists. Defaults to false.

Localization

Name string: Resource name in user interfaces.

Interact string: Override the text shown for interactable resources using the Forage flag.