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A group is a named set of up to 512 managed objects, plus an anchor: a position and orientation that defines where the group is. Every member is stored relative to that anchor. Move the anchor, and the whole structure moves with it, keeping its internal geometry exactly.

Creating one

1

Open Objects

The Objects section lists everything currently managed on this map, filterable by adapter and type.
2

Select the members

Pick the props, NPCs and other managed objects that make up the thing you built.
3

Create group

Name it. Blueprints computes a default anchor and stores each member’s offset from it.

The anchor

The default anchor is computed from the bounds the members recorded, not from their origins. That distinction is worth a sentence, because it is the difference between a group that sets down correctly and one that does not. A model’s origin is wherever the modeller put it, so the lowest origin in a set of props is often the centre of a fridge. Dropping that on a floor buries the fridge to its waist. Using recorded bounds puts the bottom of the structure at the bottom of the structure.
Bounds come from the server that captured the objects, not from whatever copy of a model the admin’s client happens to have installed. That is deliberate: placement is computed from the numbers your server recorded.

Move Anchor

Repositions the anchor and recomputes every member offset so that nothing in the world moves. It is a document operation: it changes where you will hold the group next time, not where the group is. Use it when the default anchor is in an awkward place. Put it at the doorway of the building, at the corner of the plot, at the base of the tower.

Move Group

Plans new world transforms for every member from the offsets they already have, and applies them. This is the destructive one, and it runs in two phases like everything else: everything is validated before anything is written, so a member that cannot be moved stops the operation rather than leaving half a structure somewhere new.

Resolving members

A group is a list of object ids. When you act on it, Blueprints has to find the real objects those ids name, and it will not guess. A member that cannot be resolved is reported with one of exactly three reasons: The list is closed on purpose. An open one would eventually grow a “probably the same object” reason, and that is exactly the heuristic the identity contract exists to forbid.

Recapturing a member

When you have deliberately moved one member of a group and want that to be its new resting position, recapture it. That re-reads its current world transform into the group’s stored offset. It is explicit and user-invoked so that drift is recorded on purpose rather than baked in silently by the next move.

What groups are for

Groups are the unit that Migration and Deploy operate on. A migration rebuilds a group somewhere else; a deployment scope is a list of groups and standalone objects. Building good groups is what makes both of those workable.