Static Movable
Static Movable – move props while maintaining collision.
This is useful, if you have a static prop object (with true collision enabled) that you want to relocate at a certain point in the player's progression (e.g. the player has finished a mission).
- Put the necessary static prop at the location and set everything up.
- Right click and select Utils → Change Type – STATIC MOVABLE.
- Set up collision as it should be without any unnecessary overrides.
- Check or uncheck Disable Qsave (see below for more information on this).
- All set, you may now move the object in your VS script with the "Move" node but WITHOUT interpolation (or you can move it with the "Move Restore" node).
- You may work with it as a regular prop.
There’s a general rule while working with Move Restore:
If the player can watch the movable objects and manually save their progress, uncheck the "Disable Qsave" property for all those objects (this sets it to "False").
Example – Aurora Base at 06_bridge.
+ everything’s fair and clear.
– a save file is filled with data about your objects which may impact the game performance eventually.
If the player can’t see movable objects and manually save their progress (e.g. the player is “around the corner” at the time of saving the player's progress, check the "Disable Qsave" property of all those objects (this sets it to ’True’).
Example – movable sections of the Bridge, final part at 06_bridge
+ better for game performance, the save file is not filled with objects’ data.
– you should use the trigger «game loaded» in the script (example below).
– at the first frame after the game is loaded all objects will be positioned at their starting coordinates (like in the editor) but then «game loaded» will move them accordingly.
ALL MOVABLE OBJECTS WITHIN ONE SCRIPT SHOULD EITHER ALL HAVE "DISABLE QSAVE = TRUE" OR ALL HAVE "DISABLE QSAVE = FALSE".
You can't mix states, you must choose one or the other.
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