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Version: bleeding-edge 🩸

🪤 Trigger

A Trigger class is a utility class to trigger events when any Entity enters an Area.


💂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.
🧑‍💻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 sphere_trigger = Trigger(Vector(-200, 100, 500), Rotator(), Vector(100), TriggerType.Sphere, true, Color(1, 0, 0))

sphere_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering)
Console.Log("Something entered my Sphere Trigger")
end)

local box_trigger = Trigger(Vector(300, 200, 500), Rotator(0, 45, 0), Vector(150, 150, 150), TriggerType.Box, true, Color(0, 1, 0))

box_trigger:Subscribe("BeginOverlap", function(trigger, actor_triggering)
Console.Log("Something entered my Box Trigger")
end)

box_trigger:Subscribe("EndOverlap", function(trigger, actor_triggering)
Console.Log("Something left my Box Trigger")
end)
(Trigger.SetOverlapOnlyClasses) Sets to only overlap Characters
my_trigger:SetOverlapOnlyClasses({ "Character", "CharacterSimple" })

🛠 Constructors

Default Constructor

local my_trigger = Trigger(location, rotation, extent, trigger_type?, is_visible?, color?, overlap_only_classes?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
Vector or floatextent Required parameter Size of the Trigger. If using TriggerType.Sphere it is treated as radius, otherwise as Vector extent
TriggerTypetrigger_typeTriggerType.SphereNo description provided
booleanis_visiblefalseUseful for debugging
ColorcolorColor.REDColor to paint the Trigger bounds - if Visible
table of stringoverlap_only_classes{}Filter Trigger to only overlap specific Classes. Leave it empty for all Classes

🗿 Static Functions

Inherited Entity Static Functions
Trigger 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
Trigger 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
Trigger 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
ReturnsNameDescription
ForceOverlapCheckingForces a Overlap checking to occur, will immediately trigger overlaps
SetColorSets the Trigger color (if visible)
SetExtentSets the extent size of this trigger (sphere triggers can receive as float for radius)
SetOverlapOnlyClassesSets the filter to Trigger to only overlap specific Classes. Leave it empty for all Classes

ForceOverlapChecking

Forces a Overlap checking to occur, will immediately trigger overlaps

my_trigger:ForceOverlapChecking()

SetColor

Sets the Trigger color (if visible)

my_trigger:SetColor(color)
TypeParameterDefaultDescription
Colorcolor Required parameter No description provided

SetExtent

Sets the extent size of this trigger (sphere triggers can receive as float for radius)

my_trigger:SetExtent(extent)
TypeParameterDefaultDescription
Vector or floatextent Required parameter No description provided

SetOverlapOnlyClasses

Sets the filter to Trigger to only overlap specific Classes. Leave it empty for all Classes

my_trigger:SetOverlapOnlyClasses(overlap_only_classes)
TypeParameterDefaultDescription
table of stringoverlap_only_classes Required parameter No description provided
Trigger.SetOverlapOnlyClasses Examples
Sets to only overlap Characters
my_trigger:SetOverlapOnlyClasses({ "Character", "CharacterSimple" })

🚀 Events

Inherited Entity Events
Trigger 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
Trigger 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
BeginOverlapTriggered when something overlaps this Trigger
EndOverlapTriggered when something leaves this Trigger

BeginOverlap

Triggered when something overlaps this Trigger
Trigger.Subscribe("BeginOverlap", function(self, entity)
-- BeginOverlap was called
end)
TypeArgumentDescription
TriggerselfThe Trigger entity
Base ActorentityAny Actor which overlaps

EndOverlap

Triggered when something leaves this Trigger
Trigger.Subscribe("EndOverlap", function(self, entity)
-- EndOverlap was called
end)
TypeArgumentDescription
TriggerselfThe Trigger entity
Base ActorentityAny Actor which left the Trigger