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Version: latest - a1.30.x ⚖️

📦 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 (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 .

🎒 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
Vector location
Rotator rotation
StaticMesh Reference asset
CollisionTypecollision_typeCollisionType.AutoSetting CollisionType.Auto will make it automatically switch between Normal and IgnoreOnlyPawn if they are smaller than radius 40 units.
boolean gravity_enabledtrue
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
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes 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 entity doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes 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
SetValueSets a Value in this Entity
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
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
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
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline 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
SetRotationSets this Actor's rotation in the game world
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)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets the percentage of this Actor size in the screen
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
ReturnsNameDescription
SetMaterialSets the material at the specified index of this Actor
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
ResetMaterialResets the material from the specified index to the original one
SetMaterialColorParameterSets a Color parameter in this Actor's material
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
SetGrabModeSets ability to Characters to Grab this Prop
SetPhysicsDampingSets the Physics damping of this Prop
StaticMesh Reference SetMeshChanges the mesh in runtime
string GetMeshGets the Asset name
Character or nilGetHandlerGets the Character (if existing) which is holding this
GrabModeGetGrabModeGets ability to Grab this Prop

SetGrabMode

Sets ability to Characters to Grab this Prop
my_prop:SetGrabMode(grab_mode)
TypeParameterDefaultDescription
GrabModegrab_modeIf the Prop will be able to be grabbable or not. Set to Auto to automatically define based on Prop's size.

SetPhysicsDamping

Sets the Physics damping of this Prop
my_prop:SetPhysicsDamping(linear_damping, angular_damping)
TypeParameterDefaultDescription
float linear_damping
float angular_damping

SetMesh

Changes the mesh in runtime

Returns StaticMesh Reference (asset)
local ret = my_prop:SetMesh()

GetMesh

Gets the Asset name

Returns string (asset name)
local ret = my_prop:GetMesh()

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()

GetGrabMode

Gets ability to Grab this Prop

Returns GrabMode
local ret = my_prop:GetGrabMode()

🚀 Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor 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)

end)
TypeArgumentDescription
Prop selfThe prop which was Grabbed
Character characterThe new Grabber

Hit

Triggered when this Prop hits something
Prop.Subscribe("Hit", function(self, impact_force, normal_impulse, impact_location, velocity)

end)
TypeArgumentDescription
Prop selfThe prop which has been hit
float impact_forceThe intensity of the Hit normalized by the Prop's weight
Vector normal_impulseThe impulse direction it hits
Vector impact_locationThe world 3D location of the impact
Vector velocityThe 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)

end)
TypeArgumentDescription
Prop selfthe object that undergoes an interaction
Character characterthe character who interacts with the object

TakeDamage

When Prop takes Damage
Prop.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)

end)
TypeArgumentDescription
Prop selfthe object that takes the damage
integer damageamount of damage
string boneDamaged bone
DamageTypetypeDamage Type
Vector from_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)

end)
TypeArgumentDescription
Prop selfThe prop which has been ungrabbed
Character characterThe old Grabber