Scanner Flow¶
The scanner is a physical workstation. It does not store scan memory on the salvage item and it no longer owns item placement.
The current scanner flow is:
player carries item
-> G enters placement mode
-> E freeform-places item inside the scanner placement volume
-> player looks at scanner screen
-> E runs scanner
-> scanner builds or retrieves scan result
-> station databank stores scan record
-> scanner updates WBP_ScannerScreen
-> item remains physical and pickup-enabled
Ownership¶
AAndromedaScannerWorkstation inherits from AAndromedaWorkstation, so the base workstation owns spatial item discovery and ambiguity rejection.
The scanner adds scan-specific behavior:
- builds
FAndromedaScanResultthrough the placed object's scannable capability - asks the station databank for an existing record
- records newly scanned data in
UAndromedaStationDatabankComponent - updates the widget hosted by the inherited workstation screen component
- tracks the last displayed salvage instance id to suppress repeated use
The salvage item only exposes identity and data. It does not track scanned state.
Station Databank¶
The station shell owns a native UAndromedaStationDatabankComponent. Records are keyed by the salvage item's runtime FGuid.
If the spatial item already has a station databank record, the scanner shows that stored result instead of rebuilding or overwriting it. If there is no record, the scanner builds a result from the item and records it.
UI¶
The scanner does not create viewport widgets or set input mode directly.
It uses the inherited workstation screen:
The scanner updates its screen widget if the screen component has a scanner screen widget class assigned:
The scanner screen is world-space presentation. It does not change input mode or show the mouse cursor.
Suit Recall¶
The suit HUD does not store scan records. When the player is inside a station access area, the HUD can query the connected station databank and display a read-only list of scan records in WBP_SuitScanRecall.
Station access is defined by the native station access sphere on AAndromedaStation. The inherited station Blueprint can tune the sphere radius and transform. Station access volumes must not overlap, so the suit can be connected to only one station databank at a time. Stations publish pawn enter/exit transitions through UAndromedaStationEventSubsystem; the HUD subscribes once to that subsystem, filters for its owning pawn, and uses the active station as the databank connection.
What The Scanner Does Not Do¶
The scanner does not:
sell
quarantine
assign package
finalize credits
own persistent scan memory
mutate item scanned state
mount or own placed items
It records evidence into the owning station databank and displays scan information.