π StaticMesh
A StaticMesh entity represents a Mesh which can be spawned in the world, can't move and is more optimized for using in decorating the world.
Static Meshes are like Props, but with fewer interaction options. Static Meshes are aimed to offer better performance on spawning Static "objects" in the world than Props.
info
Usageβ
local static_mesh = StaticMesh(
Vector(-900, 185, 215),
Rotator(0, 90, 90),
"nanos-world::SM_Crate_07"
)
tip
Automatically all StaticMeshActors present in the Level will be loaded as a StaticMesh entity in the client side.
Constructor Parametersβ
Type | Name | Default |
---|---|---|
Vector | location | Vector(0, 0, 0) |
Rotator | rotation | Rotator(0, 0, 0) |
StaticMesh Asset | asset | |
CollisionType | collision_type | CollisionType.Normal |
Functionsβ
Inherited Actor Functions
Returns | Name | Description | |
---|---|---|---|
AddImpulse | Applies a Force in world space to this Actor | ||
AttachTo | Attaches this Actor to another Actor | ||
Destroy | Destroys this Actor | ||
Detach | Detaches this Actor if attached | ||
SetCollision | Sets this Actor's collision type | ||
SetForce | Adds a permanent force to this Actor | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
![]() | SetVisibility | Sets the Actor visibility | |
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player this Actor will have its physics calculated on Network Authority | ||
SetRelativeLocation | Sets this Actor's relative location in local space | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
![]() | SetValue | Sets a value in this Actor, which can be accessed by any package | |
TranslateTo | Smoothly moves this Actor to the specified location | ||
RotateTo | Smoothly rotates this Actor to the specified angle | ||
boolean | HasNetworkAuthority | Gets if the LocalPlayer is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
![]() | boolean | IsBeingDestroyed | Gets if this Actor is being destroyed |
![]() | boolean | IsGravityEnabled | Gets whether gravity is enabled on this Actor |
![]() | boolean | IsVisible | Gets whether this actor is Visible or not |
![]() | boolean | IsInWater | Gets if this Actor is in water |
![]() | boolean | IsNetworkDistributed | Gets if this Actor is currently Network Distributed |
![]() | boolean | IsValid | Returns if this Actor is valid (i.e. not destroyed) |
![]() | table | GetAttachedEntities | Gets all Actors attached to this Actor |
![]() | any | GetAttachedTo | Gets the Actor this Actor is attached to |
table | GetBounds | Gets this Actor's bounds | |
![]() | number | GetCollision | Gets this Actor's collision type |
![]() | number | GetID | Gets the universal network ID of this Actor |
![]() | Vector | GetLocation | Gets this Actor's location in the game world |
![]() | Rotator | GetRotation | Gets this Actor's angle in the game world |
![]() | Vector | GetForce | Gets this Actor's scale |
![]() | Vector | GetScale | Gets this Actor's scale |
![]() | string | GetType | Gets the type of this Actor |
![]() | any | GetValue | Gets a value stored on this Actor at the given key |
![]() | Vector | GetVelocity | Returns this Actor's current velocity |
string | AddActorTag | Adds an Unreal Actor Tag to this Actor | |
string | RemoveActorTag` | Remove an Unreal Actor Tag from this Actor | |
table | GetActorTags | Gets all Unreal Actor Tags from this Actor | |
![]() | function | Subscribe | Subscribes to an Event |
![]() | Unsubscribe | Unsubscribes from an Event |
Inherited Paintable Functions
Returns | Name | Description | |
---|---|---|---|
![]() | SetMaterial | Sets the material at the specified index of this Actor | |
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
ResetMaterial | Resets the material from the specified index to the original one | ||
![]() | SetMaterialColorParameter | Sets a Color parameter in this Actorβs material | |
![]() | SetMaterialScalarParameter | Sets a scalar parameter in this Actorβs material | |
![]() | SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | |
![]() | SetMaterialVectorParameter | Sets a Vector parameter in this Actorβs material | |
![]() | SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Returns | Name | Description | |
---|---|---|---|
![]() | string | GetMesh | Gets the Asset name |
boolean | IsFromLevel | If this StaticMesh is from the Level |
Eventsβ
Inherited Actor Events
Name | Description | |
---|---|---|
Destroy | Triggered when an Actor is destroyed | |
Spawn | Triggered when an Actor is spawned/created | |
ValueChange | Triggered when an Actor has a value changed with :SetValue() |
Name | Description | |
---|---|---|
TakeDamage | When a StaticMesh takes Damage |
TakeDamage
β
When a StaticMesh takes Damage
Type | Parameter | Description |
---|---|---|
StaticMesh | self | |
number | damage | |
string | bone | Damaged bone |
DamageType | type | Damage Type |
Vector | from_direction | Direction of the damage relative to the damaged actor |
Player | instigator | The player which caused the damage |
any | causer | The object which caused the damage |
StaticMesh.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)
end)