The little bit that I do know is that you basically have one node that's in charge of the resources, say money. If you have enough money, buttons for the affordable items will be enabled. Click on the button, and you have the item and the cost is subtracted from your money. Placing, I don't know how that works yet, still learning that, but then the money is updated and resets what buttons are available next.
Placement is the real issue.
For damage, if an item is damaged, you have to put money into repairing it, or replace it.
It's a lot of if statements and positions from what I gather.
I once set up a vr crafting table in a different game engine. That was sort of how it worked, except it used multiple resources- none of them which were money. I would place junk in a bucket to recycle it, and its resources came up on a screen. Then, select the item from the screen you want. If you have a stick, a rock, and a vine, you can make the stone axe.
As for VR, I used an asset that did a lot of stuff for me. Still, I had to work the resources management mechanics.