---
title: Scene Setup Components
url: "https://orkframework.com/guide/ork4/ork4-documentation/ork4-components/scene-setup-components/"
updated: "2026-08-06"
category: Components
---

# Scene Setup Components

Learn more about components used to set up your scenes.

# Spawn Point Component

The *Spawn Point* component defines a position (and optionally a rotation) for the player or other objects to spawn at.

[![](https://orkframework.com/wp-content/uploads/SpawnPoint-Icon.png)](https://orkframework.com/wp-content/uploads/SpawnPoint-Icon.png)

This is mostly used in combination with *Scene Connectors* to move between scenes, but can also be used to place a battle when it takes place in a separate battle scene.

Spawn points use *Spawn IDs* to identify them. The spawn ID is automatically assigned when adding a new spawn point in a scene, always increasing by 1.

If you have multiple spawn points using the same spawn ID in a scene, one of them will be used randomly.

# Object Variables Component

The *Object Variables* component is used to add object variables to an object.

[![](https://orkframework.com/wp-content/uploads/ObjectVariablesComponent-Icon.png)](https://orkframework.com/wp-content/uploads/ObjectVariablesComponent-Icon.png)

Object variables can either be used locally (i.e. only available at the specific object and not saved) or using an *Object ID* to identify them. When using an object ID, any object variables component using the same ID will share the same variables. Also, using an object ID allows the variables to be saved with save games or survive between scene changes.

Learn more about variables in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/ork4-features/variables/).

# Object Manager Component

The *Object Manager* component is used to enable/disable objects in the scene based on [general conditions](https://orkframework.com/guide/ork4/ork4-documentation/section-system/general-condition-templates/).

E.g. use this during your quests to have NPCs or quest objects be available or hidden based on the quest’s progress.

# Component Manager Component

The *Component Manager* component is used to enable/disable components on objects in the scene based on [general conditions](https://orkframework.com/guide/ork4/ork4-documentation/section-system/general-condition-templates/).

E.g. use this to have different component setups available depending on being in a battle or the field.

# Object Content Component

The *Object Content* component is used to add [object content](https://orkframework.com/guide/ork4/ork4-documentation/section-content/object-contents/) to an object (i.e. content information like name, description or portraits).

[![](https://orkframework.com/wp-content/uploads/ObjectContentComponent-Icon.png)](https://orkframework.com/wp-content/uploads/ObjectContentComponent-Icon.png)

You can either use an object content set up in the editor or define a custom setup in the component.

The content information can be used in dialogues or HUDs to show information about an object.

# Object Saver Component

The *Object Saver* component is used to save the position, rotation, scale and local variables of an object and its child objects.

Additionally [custom component save data](https://orkframework.com/guide/ork4/ork4-documentation/ork4-scripting/ork4-custom-component-save-data/) on the object and child objects will also be saved.

This is only used for objects that are set up in your scene, not for objects spawned during gameplay.

Saving an object requires a unique *Scene GUID* to be defined in the component. The scene GUID is used to save and load the data.

# Prefab Saver Component

The *Prefab Saver* component is used to save the position, rotation, scale and local variables of a spawned prefab object and its child objects.

Additionally [custom component save data](https://orkframework.com/guide/ork4/ork4-documentation/ork4-scripting/ork4-custom-component-save-data/) on the object and child objects will also be saved.

This component is automatically added by the [prefab savers system](https://orkframework.com/guide/ork4/ork4-documentation/section-system/prefab-savers/). **You will never manually add this component.**

# Place On Ground Component

The *Place On Ground* component is used to place an object on the ground.

[![](https://orkframework.com/wp-content/uploads/PlaceOnGround-Icon.png)](https://orkframework.com/wp-content/uploads/PlaceOnGround-Icon.png)

This uses a raycast to find the ground below the object.

# Pool Component

The *Pool* component is used to add an [object pool](https://orkframework.com/guide/ork4/ork4-documentation/section-system/object-pools/) to the scene.

[![](https://orkframework.com/wp-content/uploads/PoolComponent-Icon-1.png)](https://orkframework.com/wp-content/uploads/PoolComponent-Icon-1.png)

Only object pools that are added using a component will be used in a scene.

# Sound Assignment Component

The *Sound Assignment* component is used to add [sound assignments](https://orkframework.com/guide/ork4/ork4-documentation/section-content/sound-templates/) (audio assets assigned to organizer types) to an object.

[![](https://orkframework.com/wp-content/uploads/SoundAssignmentComponent-Icon.png)](https://orkframework.com/wp-content/uploads/SoundAssignmentComponent-Icon.png)

You can use a *Sound Template* as a basis for audio assignments to organizer types and add additional assignments to the component directly. Adding a sound directly to the component will overrule assignments from the used template.

When playing an organizer type (e.g. in a schematic using a *Play Audio* node), the sound assignment component is used to find the audio asset that is assigned to the organizer type.

# Sound Channel Component

The *Sound Channel* component is used to drive the volume of an audio component by an ORK sound channel.

[![](https://orkframework.com/wp-content/uploads/SoundChannelComponent-Icon.png)](https://orkframework.com/wp-content/uploads/SoundChannelComponent-Icon.png)

Learn more about sound channels in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-content/sound-templates/).

# Add HUD Component

The *Add HUD* component is used to add the object as the user of a defined HUD.

This can be used by *Information* type HUDs to define users.

# Navigation Marker Component

The *Navigation Marker* component is used to add navigatio information to an object, marking it in a *Navigation* type HUD.

Define the *Marker Name* and *Marker Type* of the marker. The name is a unique identifier – if another marker of the same name is added, the old marker will be replaced. The type is used by the HUD to use different visuals for markers.

# No Tooltip Component

The *No Tooltip* component is used to prevent an object from displaying tooltips.

E.g. hovering the cursor over a combatant or an object with a *Object Content* component can display a tooltip. Add this component if you don’t want this to happen for certain objects.

# Object HUD Component

The *Object HUD* component is used to add an *Object* type HUD to an object.

The object will be used as the user of the HUD, e.g. displaying a HUD at the object’s position on screen.

# Waypoint Path Component

The *Waypoint Path* component is used to add a path to the scene.

[![](https://orkframework.com/wp-content/uploads/WaypointPathComponent-Icon.png)](https://orkframework.com/wp-content/uploads/WaypointPathComponent-Icon.png)

A path is created by adding path points to the component. The position and curve between path points can be manipulated in the scene setup.

Waypoint paths can be used to move objects along a path via the waypoint path nodes in schematics or using the *Follow Waypoint Path* component.

# Follow Waypoint Path Component

The *Follow Waypoint Path* component is used to make an object follow the path of a *Waypoint Path* component.

This is a quick setup version of the waypoint path nodes available in schematics, allowing you to have objects follow path without needing to set up a schematic and machine component.
