Base Vehicle
Base class for all Vehicle entities.
🧑💻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!
👪Base Class
This is a Base Class. Base Classes are abstract definitions used to share common methods and events between related child classes, thus you cannot spawn it directly.
Classes that share methods and events from this Base Class: VehicleWheeled, VehicleWater.
Classes that share methods and events from this Base Class: VehicleWheeled, VehicleWater.
🦠 Functions
Returns | Name | Description | |
---|---|---|---|
AddSkeletalMeshAttached | Attaches a Skeletal Mesh as master pose to this entity | ||
AddStaticMeshAttached | Attaches a Static Mesh to this entity | ||
table of string | GetAllSkeletalMeshAttached | Gets all Skeletal Meshes attached to this entity | |
table of string | GetAllStaticMeshAttached | Gets all Static Meshes attached to this entity | |
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
table | GetDoors | Gets all configured Doors | |
SkeletalMesh Reference | GetMesh | Gets the Asset name | |
Character | GetPassenger | Gets a passenger from a seat | |
table of Character | GetPassengers | Gets all passengers | |
PlayAnimation | Plays an Animation on this Vehicle | ||
RemoveAllSkeletalMeshesAttached | Removes all SkeletalMeshes attached | ||
RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | ||
RemoveSkeletalMeshAttached | Removes, if it exists, a SkeletalMesh from this Pickable given its custom ID | ||
RemoveStaticMeshAttached | Removes, if it exists, a StaticMesh from this Pickable given its custom ID | ||
SetDoor | Adds a Door to the Vehicle | ||
SetExplosionSettings | Configures the Explosion Settings when health reaches zero | ||
SetStaticMeshAttachedTransform | Sets a Static Mesh Attached location and rotation |
AddSkeletalMeshAttached
Spawns and attaches a SkeletalMesh to this Pickable, 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_vehicle:AddSkeletalMeshAttached(id, skeletal_mesh_path, use_parent_bounds?)
Type | Parameter | Default | Description |
---|---|---|---|
string | id | Required parameter | Used further for removing or applying material settings on it |
SkeletalMesh Reference | skeletal_mesh_path | Required parameter | Path to SkeletalMesh asset to attach |
boolean | use_parent_bounds? | true | If 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 Pickable in a Socket with a relative location and rotation. Uses a custom ID to be used for removing/customizing it afterwards
my_vehicle:AddStaticMeshAttached(id, static_mesh_path, socket?, relative_location?, relative_rotation?, use_parent_bounds?)
Type | Parameter | Default | Description |
---|---|---|---|
string | id | Required parameter | Unique ID to assign to the StaticMesh |
StaticMesh Reference | static_mesh_path | Required parameter | Path to StaticMesh asset to attach |
string | socket? |
| Bone socket to attach to |
Vector | relative_location? | Vector(0, 0, 0) | Relative location |
Rotator | relative_rotation? | Rotator(0, 0, 0) | Relative rotation |
boolean | use_parent_bounds? | true | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together |
See also SetStaticMeshAttachedTransform, RemoveStaticMeshAttached.
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_vehicle: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_vehicle:GetAllStaticMeshAttached()
GetBoneTransform
Gets a Bone Transform in world space given a bone name
— Returns table (with this format).
local ret = my_vehicle:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name | Required parameter | No description provided |
GetDoors
Gets all configured Doors