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Version: latest - a1.73.x βš–οΈ

πŸͺ€ Trigger

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


πŸ’‚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).
πŸ‘ͺInheritance
This class shares methods and events from , .
πŸ§‘β€πŸ’»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!

πŸŽ’ 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" })

πŸ›  Constructors​

Default Constructor

No description provided

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 extent Required parameter Size of the Trigger. If using TriggerType.Sphere it is treated as radius, otherwise as Vector extent
trigger_typeTriggerType.SphereNo description provided
is_visiblefalseUseful for debugging
ColorcolorColor.REDColor to paint the Trigger bounds - if Visible
of overlap_only_classes{}Filter Trigger to only overlap specific Classes. Leave it empty for all Classes

πŸ—Ώ 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
of Returns a table containing all Entities of the class this is called on
Returns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes 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
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes 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
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Gets all Actors attached to this Actor
or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
Gets a Socket Transform in world space given a bone or socket name
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
ReturnsNameDescription
Forces a Overlap checking to occur, will immediately trigger overlaps
Sets the Trigger color (if visible)
Sets the extent size of this trigger (sphere triggers can receive as float for radius)
Sets 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 extent 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
of overlap_only_classes Required parameter No description provided
Trigger.SetOverlapOnlyClasses Examples
Sets to only overlap Characters
my_trigger:SetOverlapOnlyClasses({ "Character", "CharacterSimple" })

πŸš€ Events​

Inherited Entity Events
Trigger inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered 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
Triggered when an Actor changes it's dimension
NameDescription
Triggered when something overlaps this Trigger
Triggered 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
entityAny Actor which overlaps

EndOverlap

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