Gates › World › Whole Grid Interaction

Whole Grid Interaction

Event World 0 in 2 out 3 config ⬚ 1x1

Makes otherwise non-interactable bricks on this gate's movable grid clickable and stays held while a player uses one. Inside a microchip it affects the outer entity grid, not the microchip's internal bricks; individual interactions still override it.

Diagram

Ports drawn from the source data: inputs left, outputs right, config inside.

How it's used

Structural overview — derived from this gate's ports, not from tested behavior. Takes no wire inputs. Produces 2 outputs: Held (bool), Character (character). Configured with 3 properties (set on the gate, not wired): Allow Nearby Interaction (bool), Hidden Interaction (bool), Prompt Custom Label (struct).

No curated example for this gate yet. The shape above is accurate (from the inventory); what it does in practice should be confirmed in-game.

Wire inputs

Wires you feed into the gate.

No wire inputs.

Wire outputs

Wires the gate produces.

Display name Type Tooltip
Held (bHeld) bool No tooltip in source
Character character No tooltip in source

Configuration properties

Set on the gate itself in its properties panel — not wired. Distinct from inputs.

Display name Type Tooltip
Allow Nearby Interaction (bAllowNearbyInteraction) bool No tooltip in source
Hidden Interaction (bHiddenInteraction) bool No tooltip in source
Prompt Custom Label (PromptCustomLabel) struct No tooltip in source

Source details

Brick asset
B_1x1_Gate_Event_WholeGridInteracted
Component class
BrickComponentType_Event_WholeGridInteracted
Kind
event
Family
—
Search tags
entire whole grid interacted interaction click use press hold held button event prefab build vehicle
Half size
5 × 5 × 2

From logic_gate_inventory.simple.json @ 9660107. Documented behavior, not independently tested.