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.