Rob Reininger · Assistant Director, Systemic Gameplay ServicesSo that was one of the things when we were starting to talk about what this refactor means. This is a bigger feature that spans more than just the US PU team. And much like we're working with the Actor Feature Team on the personal inventory and the asset manager, this is something that we're going to need to work with them on, because that's a personal player experience thing, that's the mining tool or the tractor beam or the paw tool, right? We will provide the hooks in order for them to be able to do that. We said snapping is almost a mandatory thing that we need, right? So when they're ready, it should have all the hooks that they need to just snap it in. I think the first thing I would expect to see would probably be tractor beam interaction on that level, and then the physical placement probably needs a little extra work just from the actor movement and animation side of things, but it certainly would be able to use the same data to do snapping.
Chad McKinney · Lead Gameplay Engineer, US PU Gameplay teamYeah, technically we're implementing it expecting that, and it's a planned part. The first release of cargo may not include derived interaction and Lego-style snapping, but the functionality under the hood from the cargo system will support it.