Storage Assets
Storages (localized as “item storages”) are created from the ItemStorageAsset class. They are placeables used to store items.
This inherits the BarricadeAsset class.
Item Asset Properties
GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (Storage)
Useable enum (Barricade)
Build enum (Storage, Storage_Wall)
ID uint16: Must be a unique identifier.
Storage Asset Properties
Can_Players_Open bool: If true, players can interact with the barricade to open storage. Defaults to true. Useful for pre-placed sentries to prevent stealing their guns.
Delete_Contained_Items_On_Destroy bool: If true, any stored items are despawned rather than dropped when destroyed. Defaults to false.
Display flag: If specified, the first item in the storage will be visibly displayed.
Should_Close_When_Outside_Range bool: Whether or not the storage should automatically close when the player is outside of the interaction range. Defaults to false.
Storage_X byte: Number of columns (horizontal storage space). Defaults to 0.
Storage_Y byte: Number of rows (vertical storage space). Defaults to 0.
Default_Contained_Items list of dictionaryies: Items to create inside storage when first spawned. Each item can contain the following properties:
Asset: Asset Pointer: Item or spawn table to grant an item from.
Amount int: Number of times to grant this item. Defaults to 1.
Origin EItemOrigin: Determines starting state of the item. Defaults to World.