ComponentMetadata
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Defined in: component.ts:94
Properties
Section titled “Properties”animatableFields?
Section titled “animatableFields?”
optionalanimatableFields?:string[]
Defined in: component.ts:101
Keyframeable fields (Sequencer tracks); auto-derived from numeric fields if omitted.
assetFields?
Section titled “assetFields?”
optionalassetFields?:AssetFieldMeta[]
Defined in: component.ts:95
discoverAssets?
Section titled “discoverAssets?”
optionaldiscoverAssets?: (data) =>AssetRef[]
Defined in: component.ts:120
Custom asset discovery for scene preload. Authoritative when present:
assetFields are NOT walked for discovery (they still drive editor
pickers/ref rewrites), so the callback can exclude values that are not
asset refs (e.g. code-registered FSM/BT names).
Parameters
Section titled “Parameters”Record<string, unknown>
Returns
Section titled “Returns”AssetRef[]
entityFields?
Section titled “entityFields?”
optionalentityFields?:string[]
Defined in: component.ts:97
fields?
Section titled “fields?”
optionalfields?:Record<string,FieldMeta>
Defined in: component.ts:99
Per-field editor presentation policy, keyed by field name.
readonlyFields?
Section titled “readonlyFields?”
optionalreadonlyFields?:string[]
Defined in: component.ts:113
Engine-COMPUTED output fields (Transform’s world-space fields), authored
readonly at the C++ ES_PROPERTY site. Never authoring inputs — the editor
must not project them into the World (it clobbers the composed value).
replicatedFields?
Section titled “replicatedFields?”
optionalreplicatedFields?:string[]
Defined in: component.ts:107
Fields the network replication layer syncs (RC11). Whole-field granularity;
omitted = the component never replicates. Builtins author this at the C++
ES_PROPERTY site (replicated) instead — same single-source rule as fieldMeta.
spineFields?
Section titled “spineFields?”
optionalspineFields?:SpineFieldMeta
Defined in: component.ts:96
transient?
Section titled “transient?”
optionaltransient?:boolean
Defined in: component.ts:127
Runtime-only state that must never persist: a transient component is skipped by serializeScene (e.g. per-frame pointer/drag/hover state that its driving system rebuilds each frame). Systems still read/write it normally; only scene save omits it.