FuncButton
A brush that physically depresses when activated via the Use input and fires an output. Intended for wall-mounted buttons and interactive switches.
Properties
Name Type Description
Move Direction Direction The direction the button face moves when pressed. Use a small negative value along the face normal to get a realistic press-in effect, e.g. (0,0,-0.1). Inputs
Name Parameter Description
Use — Activates the button. Typically called by the player controller on interaction. Triggers the press animation and fires OnInteracted. Outputs
Name Pass Variables Description
OnInteracted — Fires each time the button is pressed. Universal Inputs
These inputs are available on every entity in the engine, not just this one.
Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details. AddVelocity x,y,z Adds the given vector to the entity's current velocity. SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity. SetPosition x,y,z Teleports the entity to the given world position. SetScale x,y,z Sets the entity's scale. SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees. AddImpulse x,y,z Applies an instantaneous physics impulse to the entity. Destroy — Despawns this entity on the next frame. Notes
The button animates by moving 10% of its Move Direction value when pressed, then springs back after one second.
Unlike FuncSliding, FuncButton has no wait or toggle state. Every press fires OnInteracted unconditionally. If you need a button that only works once, gate it downstream with a LogicBranch.
The activator entity (whatever called Use) is passed through the output chain as the _activator, so downstream entities can target whoever pressed the button.