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Version: bleeding-edge 🩸

📦 Prop

A Prop represents a Dynamic Mesh which can be spawned in the world, can be grabbed around by characters and have physics.


💂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 Paintable.
🧑‍💻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

local my_prop = Prop(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"nanos-world::SM_Crate_07"
)

🛠 Constructors

Default Constructor

local my_prop = Prop(location, rotation, asset, collision_type?, gravity_enabled?, grab_mode?, ccd_mode?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
StaticMesh Referenceasset Required parameter No description provided
CollisionTypecollision_typeCollisionType.AutoSetting CollisionType.Auto will make it automatically switch between Normal and IgnoreOnlyPawn if they are smaller than radius 40 units.
booleangravity_enabledtrueNo description provided
GrabModegrab_modeGrabMode.AutoWhether or not the Prop can be grabbed
CCDModeccd_modeCCDMode.AutoWhether or not the Prop should have CCD enabled (disabling it may cause Props passing through objects if it's kinda small). It's smart to force it disabled on 'visual only' props.
info

If the Prop was spawned by the Client. It will have all interactions disabled (e.g. it will not be able to be grabbed by Characters).

info

Props smaller than radius 40 units or very thin (any side smaller than 20 units) will have CCD (Continuous Collision Detection) enabled automatically to avoid falling through the floor or other objects. This will slightly increase the performance cost of them!

🗿 Static Functions

Inherited Entity Static Functions
Prop 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
Prop 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
Prop 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
Prop 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
ReturnsNameDescription
GrabModeGetGrabModeGets ability to Grab this Prop
Character or nilGetHandlerGets the Character (if existing) which is holding this
StaticMesh ReferenceGetMeshGets the Asset name
tableGetSocketTransformGets a Socket Transform in world space given a bone name
SetGrabModeSets ability to Characters to Grab this Prop
SetMeshChanges the mesh in runtime
SetPhysicsDampingSets the Physics damping of this Prop

GetGrabMode

Gets ability to Grab this Prop

— Returns GrabMode.

local ret = my_prop:GetGrabMode()

See also SetGrabMode.


GetHandler

Gets the Character (if existing) which is holding this

— Returns Character or nil (the character that holds the object).

local ret = my_prop:GetHandler()

GetMesh

Gets the Asset name

— Returns StaticMesh Reference (asset name).

local ret = my_prop:GetMesh()

See also SetMesh.


GetSocketTransform

Gets a Socket Transform in world space given a bone name

— Returns table (with this format).

local ret = my_prop:GetSocketTransform(socket_name)
TypeParameterDefaultDescription
stringsocket_name Required parameter No description provided

SetGrabMode

Sets ability to Characters to Grab this Prop

my_prop:SetGrabMode(grab_mode)
TypeParameterDefaultDescription
GrabModegrab_mode Required parameter If the Prop will be able to be grabbable or not. Set to Auto to automatically define based on Prop's size.

See also GetGrabMode.


SetMesh

Changes the mesh in runtime

my_prop:SetMesh(asset)
TypeParameterDefaultDescription
StaticMesh Referenceasset Required parameter asset

See also GetMesh.


SetPhysicsDamping

Sets the Physics damping of this Prop

my_prop:SetPhysicsDamping(linear_damping, angular_damping)
TypeParameterDefaultDescription
floatlinear_damping Required parameter No description provided
floatangular_damping Required parameter No description provided

🚀 Events

Inherited Entity Events
Prop 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
Prop 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
NameDescription
GrabTriggered when Character grabs a Prop
HitTriggered when this Prop hits something
InteractWhen a Character interacts with this Prop (i.e. try to Grab it)
TakeDamageWhen Prop takes Damage
UnGrabTriggered when this Prop is ungrabbed

Grab

Triggered when Character grabs a Prop
Prop.Subscribe("Grab", function(self, character)
-- Grab was called
end)
TypeArgumentDescription
PropselfThe prop which was Grabbed
CharactercharacterThe new Grabber

Hit

Triggered when this Prop hits something
Prop.Subscribe("Hit", function(self, impact_force, normal_impulse, impact_location, velocity)
-- Hit was called
end)
TypeArgumentDescription
PropselfThe prop which has been hit
floatimpact_forceThe intensity of the Hit normalized by the Prop's weight
Vectornormal_impulseThe impulse direction it hits
Vectorimpact_locationThe world 3D location of the impact
VectorvelocityThe Prop velocity at the moment it hits

Interact

When a Character interacts with this Prop (i.e. try to Grab it)

Return false to prevent the interaction (i.e. prevent being grabbed)
Prop.Subscribe("Interact", function(self, character)
-- Interact was called
end)
TypeArgumentDescription
Propselfthe object that undergoes an interaction
Charactercharacterthe character who interacts with the object

TakeDamage

When Prop takes Damage
Prop.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)
-- TakeDamage was called
end)
TypeArgumentDescription
Propselfthe object that takes the damage
integerdamageamount of damage
stringboneDamaged bone
DamageTypetypeDamage Type
Vectorfrom_directionDirection of the damage relative to the damaged actor
Player or nilinstigatorThe player which caused the damage
Base Actor or nilcauserThe object which caused the damage

UnGrab

Triggered when this Prop is ungrabbed
Prop.Subscribe("UnGrab", function(self, character)
-- UnGrab was called
end)
TypeArgumentDescription
PropselfThe prop which has been ungrabbed
CharactercharacterThe old Grabber