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Version: bleeding-edge 🩸

🧑‍🦲 CharacterSimple

CharacterSimple is a simpler Character implementation with basic Movement implementation. Aimed for custom NPCs or basic Pawns.

💂Authority
This class can be spawned on both 🟧 Client and 🟦 Server side (if you spawn it on client, it won't be synchronized with other players).
👪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?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
SkeletalMesh Reference or StaticMesh Referencemesh Required parameter No description provided
Blueprint Referencecustom_animation_blueprintNo description provided
CollisionTypecollision_typeCollisionType.AutoNo description provided
booleangravity_enabledtrueNo 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
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
CharacterSimple inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes 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
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets 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
ReturnsNameDescription
ResetMaterialResets the material from the specified index to the original one
SetMaterialSets the material at the specified index of this Actor
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides 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
ReturnsNameDescription
integerApplyDamageDo damage to this entity
integerGetHealthGets the current health
integerGetMaxHealthGets the Max Health
RespawnRespawns the Entity, fullying it's Health and moving it to it's Initial Location
SetHealthSets the Health of this Entity
SetMaxHealthSets 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
ReturnsNameDescription
AddSkeletalMeshAttachedAttaches a Skeletal Mesh as master pose to this entity
AddStaticMeshAttachedAttaches a Static Mesh to this entity
FollowAI: Makes this Character to follow another actor
table of stringGetAllSkeletalMeshAttachedGets all Skeletal Meshes attached to this entity
table of stringGetAllStaticMeshAttachedGets all Static Meshes attached to this entity
RotatorGetControlRotationGets the Control Rotation
SkeletalMesh ReferenceGetMeshGets the base Mesh Asset
VectorGetMovingToGets the Moving To location
Player or nilGetPlayerGets the possessing Player
HideBoneHides a bone of this Character
booleanIsBoneHiddenGets if a bone is hidden
JumpTriggers this Character to jump
MoveToAI: Makes this Character to walk to the Location
RemoveAllSkeletalMeshesAttachedRemoves all SkeletalMeshes attached
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
RemoveSkeletalMeshAttachedRemoves, if it exists, a SkeletalMesh from this entity given its custom ID
RemoveStaticMeshAttachedRemoves, if it exists, a StaticMesh from this enitity given its custom ID
SetBrakingSettingsSets the Movement Braking Settings of this Character
SetCanCrouchSets if this Character is allowed to Crouch and to Prone
SetCanJumpSets if this Character is allowed to Jump
SetCapsuleSizeSets this Character's Capsule size
SetJumpZVelocitySets the velocity of the jump
SetStaticMeshAttachedTransformSets a Static Mesh Attached location and rotation
StopAnimationStops an Animation Montage on this character
StopMovementAI: Stops the movement
UnHideBoneUnHide a bone of this Character
ReturnsNameDescription
varargs of anyCallAnimationBlueprintEventCalls an Animation Blueprint Event or Function
PlayAnimationPlays an Animation Montage on this character
SetAirControlSets the amount of movement control allowed when it is in air
SetAnimationBlueprintSets the Animation Blueprint of this Character
SetMaxAccelerationSets the max acceleration
SetMeshChanges the Character Mesh on the fly
SetMeshChanges the Character Mesh on the fly
SetPawnSettingsSets the Pawn Settings of this Character
SetRotationSettingsSets the Rotation Settings of this Character
SetSpeedSettingsSets the Speed Settings of this Character
SetSpringArmSettingsSets 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...?)
TypeParameterDefaultDescription
stringevent_name Required parameter Event or Function name
anyarguments...?nilSequence 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?)
TypeParameterDefaultDescription
Animation Referenceanimation_path Required parameter No description provided
stringslot_name?No description provided
booleanloop_indefinitely?falseNo description provided
floatblend_in_time?0.25No description provided
floatblend_out_time?0.25No description provided
floatplay_rate?1.0No description provided
booleanstop_all_montages?falseStops 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?)
TypeParameterDefaultDescription
floatair_control?0.2When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed
floatboost_multiplier?512When 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
floatboost_velocity_threshold?25When 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)
TypeParameterDefaultDescription
Blueprint Referencecustom_animation_blueprint Required parameter No description provided

SetMaxAcceleration

Sets the max acceleration

my_charactersimple:SetMaxAcceleration(acceleration)
TypeParameterDefaultDescription
integeracceleration Required parameter Default is 2048

SetMesh

Changes the Character Mesh on the fly

my_charactersimple:SetMesh(mesh_asset, adjust_capsule_size)
TypeParameterDefaultDescription
SkeletalMesh Reference or StaticMesh Referencemesh_asset Required parameter No description provided
booleanadjust_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)
TypeParameterDefaultDescription
SkeletalMesh Reference or StaticMesh Referencemesh Required parameter No description provided
booleanadjust_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)
TypeParameterDefaultDescription
booleanuse_controller_rotation_pitch Required parameter No description provided
booleanuse_controller_rotation_yaw Required parameter No description provided
booleanuse_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)
TypeParameterDefaultDescription
Rotatorrotation_rate Required parameter No description provided
booleanuse_controller_desired_rotation Required parameter No description provided
booleanorient_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)
TypeParameterDefaultDescription
integermax_walk_speed Required parameter No description provided
integermax_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)
TypeParameterDefaultDescription
Vectorrelative_location Required parameter No description provided
floattarget_arm_length Required parameter No description provided
Vectorsocket_offset Required parameter No description provided
booleanenable_camera_lag Required parameter No description provided
floatcamera_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
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered 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
NameDescription
DimensionChangeTriggered 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
NameDescription
DeathWhen Entity Dies
HealthChangeWhen Entity has it's Health changed, or because took damage or manually set through scripting or respawning
RespawnWhen Entity Respawns
TakeDamageTriggered 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
NameDescription
MoveCompleteCalled when AI reaches it's destination, or when it fails
PossessWhen Character is possessed
UnPossessWhen Character is unpossessed
This class doesn't have own events.