Attacher
Effector_Attacher is an On Collide Effector that, on each hit, spawns another Effector and attaches it to what it hit. Use it for things that stay on the target after the hit: a sticky bomb, a burning patch on the enemy, a leech that drains over time (an attached On Stay), a mark that explodes later.
It has every field of On Collide (its own Effect Definitions are applied on the hit as usual), plus:
Fields
| Field | Description |
|---|---|
| Attaching Effector | The Effector prefab spawned on each hit. |
| Attaching Target Entity | What it is parented to: Actor Entity (the hit Actor's transform) or Body Part Entity (the hit Actor Part). |
| Attachment Point | Where it is placed: On Attached Entity (the parent's position) or On Collision Point (where this Effector was when it hit). |
| Attachment Offset | An offset added to that position. |
| Use Pooling | Spawns the attached Effector from a pool instead of instantiating it. |
| Source As | Who becomes the Source of the attached Effector (Source, Trigger Actor, Custom…). |
| Use Attached Effector Initializer | Applies an initializer pack to the attached Effector's Actor right after it spawns (Source = this Effector's Source) — to copy a charge, a damage snapshot, a duration. |
| Use Predefined Initializer Pack / Initializer Pack | The pack, or (off) Initializer Pack Stat: an Effect Pack Stat read from an interaction Actor. |
The TitanGreaves sample in 3DCells uses an attached Effector for its knockback wall-slam.