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Runtime building and placement for Game Creator 2. Build System for Game Creator 2 connects GC2 Inventory Items to a modular runtime construction workflow with ghost previews, surface/grid/socket placement, editing, dismantling/refunds, save/load, streaming, optional NavMesh support, and extensive Visual Scripting integration.
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If you are setting up the asset for the first time, open Quick Start & Core Setup. A working build flow has five pieces: a BuildPlacementSettings asset, an Inventory Item with a prefab, a prefab with BuildPart, a builder with a GC2 Bag + BuildTool, and Visual Scripting controls for Start/Confirm/Rotate/Cancel.
| Category | Count | What it covers |
|---|---|---|
| Instructions | 25 | Placement, switching, confirm/cancel, rotation, aim modes, edit/destroy, storage/streaming, NavMesh rebuilds, and runtime debug controls. |
| Conditions | 25 | Placement/edit/destroy state, validity and invalid reasons, socket state/range/connections, last results, tags, and completed-action checks. |
| Events / Triggers | 22 | Placement lifecycle, valid/invalid transitions, socket candidate/attachment changes, edit selection, destroy lifecycle, blocking-object changes, and error-message hooks. |
| Properties | 27 | Current placement/socket data, hit point/normal, current and last Build Parts, last socket actions, invalid reasons/messages, aim mode, and Build Part Tag display name. |
| Total Visual Scripting entries | 99 | User-facing GC2 Visual Scripting nodes exposed by the module. Internal helper/base classes are not included. |
| Runtime Components | 5 | BuildTool, BuildPart, BuildSocket, BuildPlacedInstance, and BuildStructureSave. |
| Setup Asset Types | 2 | BuildPlacementSettings and BuildPartTag ScriptableObject assets. |
| Main Editor Utilities | 3 | Validation Window, preplaced-instance registration, and placed Item-ID remapping. |
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Visual Scripting total: 99 nodes. The counts above are based on the exposed GC2 classes in the uploaded module and exclude internal shared/helper types such as the storage-instruction common base and event base class.
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BuildStructureSave, preplaced pieces, chunks/zones, distance streaming, and optional NavMesh roles.The Build System uses GC2 Inventory Items as the source of buildable objects. The selected Runtime Item is resolved from the builder's Bag, its Item prefab becomes the ghost/final build object, and a successful confirmation consumes one inventory unit. Runtime placements are given BuildPlacedInstance identity so the system can edit, dismantle, save, stream, and restore them.