🧑🦲 CharacterSimple
CharacterSimple is a simpler Character implementation with basic Movement implementation. Aimed for custom NPCs or basic Pawns.
💂Authority
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Pawn, Base Paintable, Base Damageable.
🧑💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!
🎒 Examples
Server/Index.lua
-- Spawns a Stack-O-Bot Character
local stack_o_bot = CharacterSimple(Vector(100, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_StackOBot", "nanos-world::ABP_StackOBot")
stack_o_bot:SetSpeedSettings(275, 150)
🛠 Constructors
Default Constructor
local my_charactersimple = CharacterSimple(location, rotation, mesh, custom_animation_blueprint?, collision_type?, gravity_enabled?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Required parameter | No description provided |
Rotator | rotation | Required parameter | No description provided |
SkeletalMesh Reference or StaticMesh Reference | mesh | Required parameter | No description provided |
Blueprint Reference | custom_animation_blueprint |
| No description provided |
CollisionType | collision_type | CollisionType.Auto | No description provided |
boolean | gravity_enabled | true | No description provided |
🗿 Static Functions
Inherited Entity Static Functions
CharacterSimple inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
table | Inherit | Inherits this class with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
🦠 Functions
Inherited Entity Functions
CharacterSimple inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players | ||
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
Destroy | Destroys this Entity | ||
table of string | GetAllValuesKeys | Gets a list of all values keys | |
table | GetClass | Gets the class of this entity | |
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
any | GetValue | Gets a Value stored on this Entity at the given key | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
SetValue | Sets a Value in this Entity | ||
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed |
Inherited Actor Functions
CharacterSimple inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
integer | GetDimension | Gets this Actor's dimension | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Vector | GetScale | Gets this Actor's scale | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
Vector | GetVelocity | Gets this Actor's current velocity | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
boolean | IsVisible | Returns true if this Actor is visible | |
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
Inherited Paintable Functions
CharacterSimple inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterial | Sets the material at the specified index of this Actor | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
SetMaterialFromCanvas | Sets the material at the specified index of this Actor to a Canvas object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
SetMaterialScalarParameter | Sets a Scalar parameter in this Actor's material | ||
SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | ||
SetMaterialVectorParameter | Sets a Vector parameter in this Actor's material | ||
SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Inherited Damageable Functions
CharacterSimple inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/Damageable
Base Damageablescripting-reference/classes/base-classes/Damageable
Returns | Name | Description | |
---|---|---|---|
integer | ApplyDamage | Do damage to this entity | |
integer | GetHealth | Gets the current health | |
integer | GetMaxHealth | Gets the Max Health | |
Respawn | Respawns the Entity, fullying it's Health and moving it to it's Initial Location | ||
SetHealth | Sets the Health of this Entity | ||
SetMaxHealth | Sets the MaxHealth of this Entity |
Inherited Pawn Functions
CharacterSimple inherits from Base Pawn Class, sharing it's methods and functions:
Base Pawnscripting-reference/classes/base-classes/Pawn
Base Pawnscripting-reference/classes/base-classes/Pawn
Returns | Name | Description | |
---|---|---|---|
AddSkeletalMeshAttached | Attaches a Skeletal Mesh as master pose to this entity | ||
AddStaticMeshAttached | Attaches a Static Mesh to this entity | ||
Follow | AI: Makes this Character to follow another actor | ||
table of string | GetAllSkeletalMeshAttached | Gets all Skeletal Meshes attached to this entity | |
table of string | GetAllStaticMeshAttached | Gets all Static Meshes attached to this entity | |
Rotator | GetControlRotation | Gets the Control Rotation | |
SkeletalMesh Reference | GetMesh | Gets the base Mesh Asset | |
Vector | GetMovingTo | Gets the Moving To location | |
Player or nil | GetPlayer | Gets the possessing Player | |
HideBone | Hides a bone of this Character | ||
boolean | IsBoneHidden | Gets if a bone is hidden | |
Jump | Triggers this Character to jump | ||
MoveTo | AI: Makes this Character to walk to the Location | ||
RemoveAllSkeletalMeshesAttached | Removes all SkeletalMeshes attached | ||
RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | ||
RemoveSkeletalMeshAttached | Removes, if it exists, a SkeletalMesh from this entity given its custom ID | ||
RemoveStaticMeshAttached | Removes, if it exists, a StaticMesh from this enitity given its custom ID | ||
SetBrakingSettings | Sets the Movement Braking Settings of this Character | ||
SetCanCrouch | Sets if this Character is allowed to Crouch and to Prone | ||
SetCanJump | Sets if this Character is allowed to Jump | ||
SetCapsuleSize | Sets this Character's Capsule size | ||
SetJumpZVelocity | Sets the velocity of the jump | ||
SetStaticMeshAttachedTransform | Sets a Static Mesh Attached location and rotation | ||
StopAnimation | Stops an Animation Montage on this character | ||
StopMovement | AI: Stops the movement | ||
UnHideBone | UnHide a bone of this Character |
Returns | Name | Description | |
---|---|---|---|
varargs of any | CallAnimationBlueprintEvent | Calls an Animation Blueprint Event or Function | |
PlayAnimation | Plays an Animation Montage on this character | ||
SetAirControl | Sets the amount of movement control allowed when it is in air | ||
SetAnimationBlueprint | Sets the Animation Blueprint of this Character | ||
SetMaxAcceleration | Sets the max acceleration | ||
SetMesh | Changes the Character Mesh on the fly | ||
SetMesh | Changes the Character Mesh on the fly | ||
SetPawnSettings | Sets the Pawn Settings of this Character | ||
SetRotationSettings | Sets the Rotation Settings of this Character | ||
SetSpeedSettings | Sets the Speed Settings of this Character | ||
SetSpringArmSettings | Sets the Spring Arm Settings of this Character |
CallAnimationBlueprintEvent
Calls an Animation Blueprint Event or Function
Returns all Function return values on Client Side
— Returns varargs of any (the function return values).
local ret_01, ret_02, ... = my_charactersimple:CallAnimationBlueprintEvent(event_name, arguments...?)
Type | Parameter | Default | Description |
---|---|---|---|
string | event_name | Required parameter | Event or Function name |
any | arguments...? | nil | Sequence of arguments to pass to the event |
PlayAnimation
Plays an Animation Montage on this character
my_charactersimple:PlayAnimation(animation_path, slot_name?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | Required parameter | No description provided |
string | slot_name? |
| No description provided |
boolean | loop_indefinitely? | false | No description provided |
float | blend_in_time? | 0.25 | No description provided |
float | blend_out_time? | 0.25 | No description provided |
float | play_rate? | 1.0 | No description provided |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group |
SetAirControl
Sets the amount of movement control allowed when it is in air
my_charactersimple:SetAirControl(air_control?, boost_multiplier?, boost_velocity_threshold?)
Type | Parameter | Default | Description |
---|---|---|---|
float | air_control? | 0.2 | When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed |
float | boost_multiplier? | 512 | When falling, multiplier applied to air_control when lateral velocity is less than boost_velocity_threshold. Setting this to zero will disable air control boosting. Final result is clamped at 1 |
float | boost_velocity_threshold? | 25 | When falling, if lateral velocity magnitude is less than this value, air_control is multiplied by boost_multiplier. Setting this to zero will disable air control boosting |
SetAnimationBlueprint
Sets the Animation Blueprint of this Character
my_charactersimple:SetAnimationBlueprint(custom_animation_blueprint)
Type | Parameter | Default | Description |
---|---|---|---|
Blueprint Reference | custom_animation_blueprint | Required parameter | No description provided |
SetMaxAcceleration
Sets the max acceleration
my_charactersimple:SetMaxAcceleration(acceleration)
Type | Parameter | Default | Description |
---|---|---|---|
integer | acceleration | Required parameter | Default is 2048 |
SetMesh
Changes the Character Mesh on the fly
my_charactersimple:SetMesh(mesh_asset, adjust_capsule_size)
Type | Parameter | Default | Description |
---|---|---|---|
SkeletalMesh Reference or StaticMesh Reference | mesh_asset | Required parameter | No description provided |
boolean | adjust_capsule_size | Required parameter | Auto adjust the capsule size based on the Mesh size |
SetMesh
Changes the Character Mesh on the fly
my_charactersimple:SetMesh(mesh, adjust_capsule_size)
Type | Parameter | Default | Description |
---|---|---|---|
SkeletalMesh Reference or StaticMesh Reference | mesh | Required parameter | No description provided |
boolean | adjust_capsule_size | Required parameter | Auto adjust the capsule size based on the Mesh size |
SetPawnSettings
Sets the Pawn Settings of this Character
my_charactersimple:SetPawnSettings(use_controller_rotation_pitch, use_controller_rotation_yaw, use_controller_rotation_roll)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | use_controller_rotation_pitch | Required parameter | No description provided |
boolean | use_controller_rotation_yaw | Required parameter | No description provided |
boolean | use_controller_rotation_roll | Required parameter | No description provided |
SetRotationSettings
Sets the Rotation Settings of this Character
my_charactersimple:SetRotationSettings(rotation_rate, use_controller_desired_rotation, orient_rotation_to_movement)
Type | Parameter | Default | Description |
---|---|---|---|
Rotator | rotation_rate | Required parameter | No description provided |
boolean | use_controller_desired_rotation | Required parameter | No description provided |
boolean | orient_rotation_to_movement | Required parameter | No description provided |
SetSpeedSettings
Sets the Speed Settings of this Character
my_charactersimple:SetSpeedSettings(max_walk_speed, max_walk_speed_crouched)
Type | Parameter | Default | Description |
---|---|---|---|
integer | max_walk_speed | Required parameter | No description provided |
integer | max_walk_speed_crouched | Required parameter | No description provided |
SetSpringArmSettings
Sets the Spring Arm Settings of this Character
my_charactersimple:SetSpringArmSettings(relative_location, target_arm_length, socket_offset, enable_camera_lag, camera_lag_speed)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | relative_location | Required parameter | No description provided |
float | target_arm_length | Required parameter | No description provided |
Vector | socket_offset | Required parameter | No description provided |
boolean | enable_camera_lag | Required parameter | No description provided |
float | camera_lag_speed | Required parameter | No description provided |
🚀 Events
Inherited Entity Events
CharacterSimple inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
Destroy | Triggered when an Entity is destroyed | |
Spawn | Triggered when an Entity is spawned/created | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() |
Inherited Actor Events
CharacterSimple inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Inherited Damageable Events
CharacterSimple inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/Damageable
Base Damageablescripting-reference/classes/base-classes/Damageable
Name | Description | |
---|---|---|
Death | When Entity Dies | |
HealthChange | When Entity has it's Health changed, or because took damage or manually set through scripting or respawning | |
Respawn | When Entity Respawns | |
TakeDamage | Triggered when this Entity takes damage |
Inherited Pawn Events
CharacterSimple inherits from Base Pawn Class, sharing it's events:
Base Pawnscripting-reference/classes/base-classes/Pawn
Base Pawnscripting-reference/classes/base-classes/Pawn
Name | Description | |
---|---|---|
MoveComplete | Called when AI reaches it's destination, or when it fails | |
Possess | When Character is possessed | |
UnPossess | When Character is unpossessed |