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Version: latest - a1.62.x ⚖️

🧑‍🦲 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 Paintable, Base Damageable.
🧑‍💻API Source
The methods, properties and events descriptions from this page are defined in our GitHub API Repository!

🎒 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
Rotatorrotation
SkeletalMesh Reference or StaticMesh Referencemesh
Blueprint Referencecustom_animation_blueprint
CollisionTypecollision_typeCollisionType.Auto
booleangravity_enabledtrue

🗿 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
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
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 Reference or StaticMesh ReferenceGetMeshGets the Skeletal 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
PlayAnimationPlays an Animation Montage on this character
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
SetAnimationBlueprintSets the Animation Blueprint of this Character
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
SetMaxAccelerationSets the max acceleration
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
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

AddSkeletalMeshAttached

Spawns and attaches a SkeletalMesh to this entity, the SkeletalMesh must have the same skeleton used by this Actor's mesh, and will follow all animations from it. Uses a custom ID to be used for removing/customizing it afterwards

my_charactersimple:AddSkeletalMeshAttached(id, skeletal_mesh_path, use_parent_bounds?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
SkeletalMesh Referenceskeletal_mesh_pathPath to SkeletalMesh asset to attach
booleanuse_parent_bounds?trueIf true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together

See also RemoveSkeletalMeshAttached.


AddStaticMeshAttached

Spawns and attaches a StaticMesh to this entity in a Socket with a relative location and rotation. Uses a custom ID to be used for removing/customizing it afterwards

my_charactersimple:AddStaticMeshAttached(id, static_mesh_path, socket?, relative_location?, relative_rotation?, use_parent_bounds?)
TypeParameterDefaultDescription
stringidUnique ID to assign to the StaticMesh
StaticMesh Referencestatic_mesh_pathPath to StaticMesh asset to attach
stringsocket?Bone socket to attach to
Vectorrelative_location?Vector(0, 0, 0)Relative location
Rotatorrelative_rotation?Rotator(0, 0, 0)Relative rotation
booleanuse_parent_bounds?trueIf true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together

See also SetStaticMeshAttachedTransform, RemoveStaticMeshAttached.


Follow

AI: Makes this Character to follow another actor

Triggers event MoveComplete

my_charactersimple:Follow(actor, acceptance_radius?, stop_on_succeed?, stop_on_fail?, update_rate?)
TypeParameterDefaultDescription
Base ActoractorActor to follow
floatacceptance_radius?50Radius to consider success
booleanstop_on_succeed?falseWhether to stop when reaching the target
booleanstop_on_fail?falseWhether to stop when failed to reach the target
floatupdate_rate?0.25How often to recalculate the AI path

See also StopMovement, MoveTo, MoveComplete.


GetAllSkeletalMeshAttached

Gets all Skeletal Meshes attached to this entity

— Returns table of string (the key as the Attached ID, and the value as the Asset Path).

local ret = my_charactersimple:GetAllSkeletalMeshAttached()

GetAllStaticMeshAttached

Gets all Static Meshes attached to this entity

— Returns table of string (the key as the Attached ID, and the value as the Asset Path).

local ret = my_charactersimple:GetAllStaticMeshAttached()

GetControlRotation

Gets the Control Rotation

— Returns Rotator.

local ret = my_charactersimple:GetControlRotation()

GetMesh

Gets the Skeletal Mesh Asset

— Returns SkeletalMesh Reference or StaticMesh Reference.

local ret = my_charactersimple:GetMesh()

See also SetMesh.


GetMovingTo

Gets the Moving To location

— Returns Vector (the moving to location or Vector(0, 0, 0) if not moving).

local ret = my_charactersimple:GetMovingTo()

GetPlayer

Gets the possessing Player

— Returns Player or nil.

local ret = my_charactersimple:GetPlayer()

HideBone

Hides a bone of this Character.

Check Bone Names List

my_charactersimple:HideBone(bone_name?)
TypeParameterDefaultDescription
stringbone_name?Bone to hide

IsBoneHidden

Gets if a bone is hidden

— Returns boolean (if the bone is hidden).

local ret = my_charactersimple:IsBoneHidden(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to check

Jump

Triggers this Character to jump

my_charactersimple:Jump()

MoveTo

AI: Makes this Character to walk to the Location

Triggers event MoveComplete

my_charactersimple:MoveTo(location, acceptance_radius?)
TypeParameterDefaultDescription
Vectorlocation
floatacceptance_radius?50

See also StopMovement, Follow, MoveComplete.


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
stringslot_name?
booleanloop_indefinitely?false
floatblend_in_time?0.25
floatblend_out_time?0.25
floatplay_rate?1.0
booleanstop_all_montages?falseStops all running Montages from the same Group

RemoveAllSkeletalMeshesAttached

Removes all SkeletalMeshes attached

my_charactersimple:RemoveAllSkeletalMeshesAttached()

RemoveAllStaticMeshesAttached

Removes all StaticMeshes attached

my_charactersimple:RemoveAllStaticMeshesAttached()

RemoveSkeletalMeshAttached

Removes, if it exists, a SkeletalMesh from this entity given its custom ID

my_charactersimple:RemoveSkeletalMeshAttached(id)
TypeParameterDefaultDescription
stringidUnique ID of the SkeletalMesh to remove

See also AddSkeletalMeshAttached.


RemoveStaticMeshAttached

Removes, if it exists, a StaticMesh from this enitity given its custom ID

my_charactersimple:RemoveStaticMeshAttached(id)
TypeParameterDefaultDescription
stringidUnique ID of the StaticMesh to remove

See also AddStaticMeshAttached.


SetAnimationBlueprint

Sets the Animation Blueprint of this Character

my_charactersimple:SetAnimationBlueprint(custom_animation_blueprint)
TypeParameterDefaultDescription
Blueprint Referencecustom_animation_blueprint

SetBrakingSettings

Sets the Movement Braking Settings of this Character

my_charactersimple:SetBrakingSettings(ground_friction?, braking_friction_factor?, braking_walking?, braking_flying?, braking_swimming?, braking_falling?)
TypeParameterDefaultDescription
floatground_friction?2
floatbraking_friction_factor?2
integerbraking_walking?96
integerbraking_flying?3000
integerbraking_swimming?10
integerbraking_falling?0

SetCanCrouch

Sets if this Character is allowed to Crouch and to Prone

my_charactersimple:SetCanCrouch(can_crouch)
TypeParameterDefaultDescription
booleancan_crouch

SetCanJump

Sets if this Character is allowed to Jump

my_charactersimple:SetCanJump(can_jump)
TypeParameterDefaultDescription
booleancan_jump

SetCapsuleSize

Sets this Character's Capsule size (will affect Camera location and Character's collision)

my_charactersimple:SetCapsuleSize(radius, half_height)
TypeParameterDefaultDescription
integerradiusDefault is 42
integerhalf_heightDefault is 96

SetJumpZVelocity

Sets the velocity of the jump

my_charactersimple:SetJumpZVelocity(velocity)
TypeParameterDefaultDescription
integervelocityDefault is 450

SetMaxAcceleration

Sets the max acceleration

my_charactersimple:SetMaxAcceleration(acceleration)
TypeParameterDefaultDescription
integeraccelerationDefault 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
booleanadjust_capsule_sizeAuto adjust the capsule size based on the Mesh size

See also GetMesh.


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
booleanuse_controller_rotation_yaw
booleanuse_controller_rotation_roll

SetRotationSettings

Sets the Rotation Settings of this Character

my_charactersimple:SetRotationSettings(rotation_rate, use_controller_desired_rotation, orient_rotation_to_movement)
TypeParameterDefaultDescription
Rotatorrotation_rate
booleanuse_controller_desired_rotation
booleanorient_rotation_to_movement

SetSpeedSettings

Sets the Speed Settings of this Character

my_charactersimple:SetSpeedSettings(max_walk_speed, max_walk_speed_crouched)
TypeParameterDefaultDescription
integermax_walk_speed
integermax_walk_speed_crouched

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
floattarget_arm_length
Vectorsocket_offset
booleanenable_camera_lag
floatcamera_lag_speed

SetStaticMeshAttachedTransform

Sets a Static Mesh Attached location and rotation

my_charactersimple:SetStaticMeshAttachedTransform(id, relative_location, relative_rotation)
TypeParameterDefaultDescription
stringidUnique ID of the StaticMesh set with AddStaticMeshAttached
Vectorrelative_locationNew relative location
Rotatorrelative_rotationNew relative rotation

See also AddStaticMeshAttached.


StopAnimation

Stops an Animation Montage on this character

my_charactersimple:StopAnimation(animation_asset)
TypeParameterDefaultDescription
Animation Referenceanimation_asset

StopMovement

AI: Stops the movement

Triggers event MoveComplete

my_charactersimple:StopMovement()

See also MoveTo, Follow, MoveComplete.


UnHideBone

UnHide a bone of this Character.

Check Bone Names List

my_charactersimple:UnHideBone(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to unhide

🚀 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
NameDescription
MoveCompleteCalled when AI reaches it's destination, or when it fails
PossessWhen Character is possessed
UnPossessWhen Character is unpossessed

MoveComplete

Called when AI reaches it's destination, or when it fails
CharacterSimple.Subscribe("MoveComplete", function(self, succeeded)
-- MoveComplete was called
end)
TypeArgumentDescription
Characterself
booleansucceeded

See also StopMovement, MoveTo, Follow.


Possess

When Character is possessed
CharacterSimple.Subscribe("Possess", function(self, possesser)
-- Possess was called
end)
TypeArgumentDescription
CharacterSimpleself
Playerpossesser

UnPossess

When Character is unpossessed
CharacterSimple.Subscribe("UnPossess", function(self, old_possesser)
-- UnPossess was called
end)
TypeArgumentDescription
CharacterSimpleself
Playerold_possesser