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API ReferenceGE Extensionsflowgraphnodesscene

Store Statics (Flowgraph Node)

- **Node Name:** `Store Statics`

Overview

  • Node Name: Store Statics
  • Category: (default)
  • File: extensions/flowgraph/nodes/scene/storeStatics.lua

Stores TSStatic object configurations (shape, position, rotation, scale) within the node and manages spawning/despawning them at runtime. Provides an editor UI for selecting, storing, and managing static objects.

Pin Schema

Input Pins

PinTypeDescription
flowflowStandard inflow - spawns stored objects
resetflow (impulse)Clears all spawned objects

Output Pins

PinTypeDescription
flowflowStandard outflow

Internals

FieldPurpose
self.objectsList of currently spawned TSStatic references
self.storedObjectsSerialized list of {pos, rot, scl, shapeName, currentId} entries
self._objectesExistedBeforeStartFlag to prevent cleanup of objects that existed before execution

Behavior

  • work() - On flow, spawns all stored objects (if not already spawned). On reset, clears them.
  • spawnObjects(force) - Iterates storedObjects, calls createObject() for each, and registers with the editor.
  • createObject(pos, rot, scl, shape) - Creates a TSStatic with the given transform and shape.
  • updateStoredObjects(ids) - Captures transforms from selected scene objects, deletes the originals, stores the data, and respawns them as managed objects.
  • clearObjects() - Deletes all spawned objects and resets currentId in stored entries.

Editor UI (drawCustomProperties)

  • Shows count of selected TSStatic objects.
  • Store Selected Objects - Captures selected TSStatics into the node's storage.
  • Spawn All / Despawn All - Manual spawn/despawn controls.
  • Select All - Selects all currently spawned objects in the editor.
  • Clear Storage - Removes all stored data.
  • Lists stored objects with shape name, spawn status, and delete buttons.

How It Works

  1. In the editor, select TSStatic objects and click "Store Selected Objects" to capture their transforms.
  2. The original objects are deleted and immediately respawned as managed objects.
  3. During flowgraph execution, work() spawns stored objects on first flow.
  4. Objects that existed before execution starts are preserved on stop (not deleted).
  5. Serialization saves storedObjects so the configuration persists with the flowgraph.

Key Dependencies

  • createObject("TSStatic") - spawns static mesh objects
  • editor.selectObjects() / editor.deselectObjectSelection() - editor selection API
  • editor.onAddSceneTreeObjects() / onRemoveSceneTreeObjects() - scene tree sync

Additional Methods

C:_executionStarted()

Called when graph execution starts. Used for initialization/reset.

C:_executionStopped()

Called when graph execution stops. Used for cleanup.

C:_onDeserialized(nodeData)

Called after the node is deserialized (loaded from file). Restores runtime state from saved data.

Parameters:

  • nodeData

C:_onSerialize(res)

Called when the node is serialized (saved to file). Returns data to persist.

Parameters:

  • res

C:destroy()

Destroys the node and cleans up any created objects.

C:init(mgr, ...)

Initializes the node, setting up pins and default properties.

Parameters:

  • mgr
  • ...

C:onClientEndMission()

Cleanup callback when the mission/level ends.


See Also

  • Collection Marker (Flowgraph Node) - Related reference
  • Custom Lua Command (Flowgraph Node) - Related reference
  • Get Object Field (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

Spawn TSStatic (Flowgraph Node)

- **Node Name:** `Spawn TSStatic`

Track Prefab (Flowgraph Node)

- **Node Name:** `Track Prefab`

On this page

OverviewPin SchemaInput PinsOutput PinsInternalsBehaviorEditor UI (drawCustomProperties)How It WorksKey DependenciesAdditional MethodsC:_executionStarted()C:_executionStopped()C:_onDeserialized(nodeData)C:_onSerialize(res)C:destroy()C:init(mgr, ...)C:onClientEndMission()See Also