Organ Volume
- Base:
- AVolume
- Type:
- ANOrganVolume
- Header File:
- NexusWorldAssembly/Public/Organ/NOrganVolume.h
A bone is a rigid organ that constitutes part of the skeleton in most vertebrate animals. Bones provide structural support, protect internal organs, enable mobility, and serve as vital sites for producing blood cells and storing minerals.
An Organ represents a spatial unit where World Assembly of Cells (via Tissues) should be generated. Organs can have sub-organs, and generation will account for and determine the most parallelizable order possible.

Actions​
When you have an Organ selected, its component has some action buttons available to Generate and Clear, similar to the Organ Menu as part of the World Assembly Editor Mode.
Component Settings​

Tissues​
An array of Tissues defining what should be used to populate an Organ.
Inputs​
| Setting | Type | Description | Default |
|---|---|---|---|
| Activated | bool | Should this Organ be included in World Assembly? | true |
| Required | bool | Is a successful generation of this organ required for the whole assembly operation to be considered successful? | true |
| Unbounded | bool | Should the Organ NOT enforce that placed Cells during generation fall within its bounds / brush. | false |
Requirements​
| Setting | Type | Description | Default |
|---|---|---|---|
| Minimum Cell Count | int32 | An optional minimum required placed cell count that will invalidate an assembly operation if it is not met. 0 leaves this feature disabled. | 0 |
| Maximum Cell Count | int32 | An optional maximum required placed cell count that will invalidate an assembly operation if it is not met. 0 leaves this feature disabled. | 0 |
| Context Tags | FGameplayTagContainer | A collection of Context Tags which must be present for the Organ to be generated successfully. | (Empty) |
| Tag Counters | TArray<FNGameplayTagCounterConstraint> | A set of constraints that are evaluated to determine if the Organ was successfully generated. | (Empty) |
Operation​
| Setting | Type | Description | Default |
|---|---|---|---|
| Generation Trigger | ENOrganGenerationTrigger | Determine if the Organ should automatically queue itself for generation on Begin Play or indicate that it will be manually generated On Demand. | OnDemand |
| Seed | int32 | Overrides the seed passed to the FNVirtualOrganContext, used for deterministic random for this given Organ during its assembly operation. If the value is -1 it will not override, and preserves the passed seed. | -1 |
| Direction Mode | ENOrganDirectionConstraintMode | The reference point this Organ's Cell directional constraints measure candidate bearings from. See Direction Mode below. | Start Bone |
| Identifier | FGuid | A constructor generated identifier used to sort Organs. | <ctor> |
Direction Mode​
When a Cell has a Direction Constraint, it can only be placed when its prospective bearing lands within the Direction Tolerance of the constrained compass heading. Direction Mode chooses the point that bearing is measured from, letting each Organ shape how its directional content lays out independently of every other Organ.
| Mode | Description |
|---|---|
Start Bone | Measure bearings from the Organ's start bone (the generation anchor). This is the default and the original behavior. |
Organ Center | Measure bearings from the geometric center of the Organ volume's bounds. Unbounded Organs have no meaningful volume center, so they fall back to Start Bone. |
Dynamic Centroid | Measure bearings from the running centroid of the Cells already placed in the Organ, so the reference point shifts as the Organ fills in. Before the first Cell is placed it falls back to Start Bone. |
Generation only runs with world authority. An Organ set to generate on Begin Play is queued on the server only — on clients the request is dropped and the resulting Cells replicate in from the server rather than being generated locally.