Base Actor
An Actor is an object which can be spawned and destroyed through Lua.
Actors support 3D transformations such as translation (location), rotation, and scale.
An Actor is the base for several entities, and all those entities share the same Methods and Events described in this page.
Classes that share methods and events from this Base Class: Billboard, Blueprint, Cable, Character, CharacterSimple, Decal, Gizmo, Grenade, Light, Melee, Particle, Prop, SceneCapture, StaticMesh, Sound, TextRender, Trigger, VehicleWheeled, VehicleWater, Weapon, Widget3D.
🗿 Static Functions
This class doesn't have own static functions.🦠 Functions
Some of the following methods may not work on certain Actor classes.
Returns | Name | Description | |
---|---|---|---|
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
integer | GetDimension | Gets this Actor's dimension | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Vector | GetScale | Gets this Actor's scale | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
Vector | GetVelocity | Gets this Actor's current velocity | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
boolean | IsVisible | Returns true if this Actor is visible | |
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetScale | Sets this Actor's scale | ||
SetVisibility | Sets whether the actor is visible or not | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
AddActorTag
Adds an Unreal Actor Tag to this Actor
my_actor:AddActorTag(tag)
Type | Parameter | Default | Description |
---|---|---|---|
string | tag | Required parameter | No description provided |
See also RemoveActorTag, GetActorTags.
AddImpulse
Applies a force in world world to this Actor (the force is applied client side, by, in most cases, the player closest to this Actor)
my_actor:AddImpulse(force, velocity_change?)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | force | Required parameter | No description provided |
boolean | velocity_change? | false | Whether to ignore mass |
AttachTo
Attaches this Actor to any other Actor, optionally at a specific bone
AttachmentRule.KeepRelative
will keep the current relative position/rotation if already attached.AttachmentRule.KeepWorld
will calculate the new relative position/rotation so the Actor stays at the same position after being attached.AttachmentRule.SnapToTarget
will set the Actor to the same position/rotation asother_actor
(or at the bone location) and reset its relative position/rotation to zero.Setting
lifespan_when_detached
to0
will automatically destroy this actor when detached, setting it to10
will destroy this after 10 seconds when detached.
my_actor:AttachTo(other, attachment_rule?, bone_name?, lifespan_when_detached?, use_absolute_rotation?)
Type | Parameter | Default | Description |
---|---|---|---|
Base Actor | other | Required parameter | Other actor to attach |
AttachmentRule | attachment_rule? | SnapToTarget | How to attach |
string | bone_name? |
| Which bone to attach to |
float | lifespan_when_detached? | -1 | Seconds before destroying this Actor when detached |
boolean | use_absolute_rotation? | false | Whether to force attached object to use absolute rotation (will not follow parent) |
Detach
Detaches this Actor from AttachedTo Actor
my_actor:Detach()
GetActorTags
Gets all Unreal Actor Tags on this Actor
local ret = my_actor:GetActorTags()
See also AddActorTag, RemoveActorTag.
GetAttachedEntities
Gets all Actors attached to this Actor
— Returns table of Base Actor.
local ret = my_actor:GetAttachedEntities()
GetAttachedTo
Gets the Actor this Actor is attached to
— Returns Base Actor or nil.
local ret = my_actor:GetAttachedTo()
GetBounds
Gets this Actor's bounds
— Returns table (with this format).
local ret = my_actor:GetBounds()
GetCollision
Gets this Actor's collision type
— Returns CollisionType.
local ret = my_actor:GetCollision()
See also SetCollision.
GetDimension
Gets this Actor's dimension
— Returns integer.
local ret = my_actor:GetDimension()
See also SetDimension, DimensionChange.
GetDistanceFromCamera
Gets the distance of this Actor from the Camera
— Returns float.
local ret = my_actor:GetDistanceFromCamera()
GetForce
Gets this Actor's force (set by SetForce()
)
— Returns Vector.
local ret = my_actor:GetForce()
See also SetForce.
GetLocation
Gets this Actor's location in the game world
— Returns Vector.
local ret = my_actor:GetLocation()
See also SetLocation.
GetNetworkAuthority
Gets this Actor's Network Authority Player
local ret = my_actor:GetNetworkAuthority()
See also SetNetworkAuthority.
GetRelativeLocation
Gets this Actor's Relative Location if it's attached
— Returns Vector.
local ret = my_actor:GetRelativeLocation()
See also SetRelativeLocation.
GetRelativeRotation
Gets this Actor's Relative Rotation if it's attached
— Returns Rotator.
local ret = my_actor:GetRelativeRotation()
See also SetRelativeRotation.
GetRotation
Gets this Actor's angle in the game world
— Returns Rotator.
local ret = my_actor:GetRotation()
See also SetRotation.
GetScale
Gets this Actor's scale
— Returns Vector.
local ret = my_actor:GetScale()
See also SetScale.
GetScreenPercentage
Gets the percentage of this Actor size in the screen
— Returns float.
local ret = my_actor:GetScreenPercentage()
GetVelocity
Gets this Actor's current velocity
— Returns Vector.
local ret = my_actor:GetVelocity()
HasAuthority
Gets if this Actor was spawned by the client side
— Returns boolean (false if it was spawned by the Server or true if it was spawned by the client).
local ret = my_actor:HasAuthority()
HasNetworkAuthority
Returns true if the local Player is currently the Network Authority of this Actor
— Returns boolean.
local ret = my_actor:HasNetworkAuthority()
IsBeingDestroyed
Returns true if this Actor is being destroyed.
You can check this inside events likeDrop
to see if a Pickable is being dropped because it's going to be destroyed
— Returns boolean.
local ret = my_actor:IsBeingDestroyed()
IsGravityEnabled
Returns true if gravity is enabled on this Actor
— Returns boolean.
local ret = my_actor:IsGravityEnabled()
See also SetGravityEnabled.
IsInWater
Returns true if this Actor is in water
— Returns boolean.
local ret = my_actor:IsInWater()
IsNetworkDistributed
Returns true if this Actor is currently network distributed. Only actors being network distributed can have their network authority set
Entities have NetworkDistributed automatically disabled when: Attached, Possessed, Grabbed, Picked Up or Driving
— Returns boolean.
local ret = my_actor:IsNetworkDistributed()
IsVisible
Returns true if this Actor is visible
— Returns boolean.
local ret = my_actor:IsVisible()
RemoveActorTag
Removes an Unreal Actor Tag from this Actor
my_actor:RemoveActorTag(tag)
Type | Parameter | Default | Description |
---|---|---|---|
string | tag | Required parameter | No description provided |
See also AddActorTag, GetActorTags.
RotateTo
Smoothly rotates this actor to an angle over a certain time
my_actor:RotateTo(rotation, time, exp?)
Type | Parameter | Default | Description |
---|---|---|---|
Rotator | rotation | Required parameter | No description provided |
float | time | Required parameter | Time to interpolate from current location to target location |
float | exp? | 0 | Exponent used to smooth interpolation. Use 0 for linear movement |
SetCollision
Sets this Actor's collision type
my_actor:SetCollision(collision_type)
Type | Parameter | Default | Description |
---|---|---|---|
CollisionType | collision_type | Required parameter | No description provided |
See also GetCollision.
SetDimension
Sets this Actor's Dimension
my_actor:SetDimension(dimension)
Type | Parameter | Default | Description |
---|---|---|---|
integer | dimension | Required parameter | No description provided |
See also GetDimension, DimensionChange.
SetForce
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
my_actor:SetForce(force, is_local?)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | force | Required parameter | No description provided |
boolean | is_local? | true | Whether to apply the force in local space |
See also GetForce.
SetGravityEnabled
Sets whether gravity is enabled on this Actor
my_actor:SetGravityEnabled(gravity_enabled)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | gravity_enabled | Required parameter | No description provided |
See also IsGravityEnabled.
SetHighlightEnabled
Sets whether the highlight is enabled on this Actor, and which highlight index to use. This will apply the hight on every attached entity too
my_actor:SetHighlightEnabled(is_enabled, index?)