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🧑‍🦲 CharacterSimple

CharacterSimple is a simpler Character implementation with basic Movement implementation. Aimed for custom NPCs or basic Pawns.

💂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).
👪Inheritance
This class shares methods and events from , , , , .
🧑‍💻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!

🎒 Examples

Server/Index.lua
-- Spawns a Stack-O-Bot Character
local stack_o_bot = CharacterSimple(Vector(100, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_StackOBot", "nanos-world::ABP_StackOBot")
stack_o_bot:SetSpeedSettings(275, 150)

🛠 Constructors

Default Constructor

No description provided

local my_charactersimple = CharacterSimple(location, rotation, mesh, custom_animation_blueprint?, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
or mesh Required parameter No description provided
custom_animation_blueprintNo description provided
collision_typeCollisionType.AutoNo description provided
gravity_enabledtrueNo description provided

🗿 Static Functions

Inherited Entity Static Functions
CharacterSimple 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
CharacterSimple 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
CharacterSimple 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
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
Inherited Paintable Functions
CharacterSimple inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
Resets the material from the specified index to the original one
Sets the material at the specified index of this Actor
Sets a Color parameter in this Actor's material
Sets the material at the specified index of this Actor to a Canvas object
Sets the material at the specified index of this Actor to a SceneCapture object
Sets the material at the specified index of this Actor to a WebUI object
Sets a Scalar parameter in this Actor's material
Sets a texture parameter in this Actor's material to an image on disk
Sets a Vector parameter in this Actor's material
Overrides this Actor's Physical Material with a new one
Inherited Damageable Functions
CharacterSimple inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/Damageable
ReturnsNameDescription
Do damage to this entity
Gets the current health
Gets the Max Health
Respawns the Entity, fullying it's Health and moving it to it's Initial Location
Sets the Health of this Entity
Sets the MaxHealth of this Entity
Inherited Pawn Functions
CharacterSimple inherits from Base Pawn Class, sharing it's methods and functions:
Base Pawnscripting-reference/classes/base-classes/Pawn
ReturnsNameDescription
Attaches a Skeletal Mesh as master pose to this entity
Attaches a Static Mesh to this entity
AI: Makes this Character to follow another actor
of Gets all Skeletal Meshes attached to this entity
of Gets all Static Meshes attached to this entity
Gets a Bone Transform in world space given a bone name
RotatorGets the Control Rotation
Gets the base Mesh Asset
VectorGets the Moving To location
Player or Gets the possessing Player
Hides a bone of this Character
Gets if a bone is hidden
Triggers this Character to jump
AI: Makes this Character to walk to the Location
Removes all SkeletalMeshes attached
Removes all StaticMeshes attached
Removes, if it exists, a SkeletalMesh from this entity given its custom ID
Removes, if it exists, a StaticMesh from this enitity given its custom ID
Sets the Movement Braking Settings of this Character
Sets if this Character is allowed to Crouch and to Prone
Sets if this Character is allowed to Jump
Sets this Character's Capsule size
Sets the velocity of the jump
Sets a Static Mesh Attached location and rotation
Stops an Animation Montage on this character
AI: Stops the movement
UnHide a bone of this Character
ReturnsNameDescription
of Calls an Animation Blueprint Event or Function
Plays an Animation Montage on this character
Sets the amount of movement control allowed when it is in air
Sets the Animation Blueprint of this Character
Sets the max acceleration
Changes the Character Mesh on the fly
Changes the Character Mesh on the fly
Sets the Pawn Settings of this Character
Sets the Rotation Settings of this Character
Sets the Speed Settings of this Character
Sets the Spring Arm Settings of this Character

CallAnimationBlueprintEvent

Calls an Animation Blueprint Event or Function
Returns all Function return values on Client Side

— Returns of (the function return values).

local ret_01, ret_02, ... = my_charactersimple:CallAnimationBlueprintEvent(event_name, arguments...?)
TypeParameterDefaultDescription
event_name Required parameter Event or Function name
arguments...?nilSequence of arguments to pass to the event

PlayAnimation

Plays an Animation Montage on this character

my_charactersimple:PlayAnimation(animation_path, slot_name?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
TypeParameterDefaultDescription
animation_path Required parameter No description provided
slot_name?No description provided
loop_indefinitely?falseNo description provided
blend_in_time?0.25No description provided
blend_out_time?0.25No description provided
play_rate?1.0No description provided
stop_all_montages?falseStops all running Montages from the same Group

SetAirControl

Sets the amount of movement control allowed when it is in air

my_charactersimple:SetAirControl(air_control?, boost_multiplier?, boost_velocity_threshold?)
TypeParameterDefaultDescription
air_control?0.2When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed
boost_multiplier?512When falling, multiplier applied to air_control when lateral velocity is less than boost_velocity_threshold. Setting this to zero will disable air control boosting. Final result is clamped at 1
boost_velocity_threshold?25When falling, if lateral velocity magnitude is less than this value, air_control is multiplied by boost_multiplier. Setting this to zero will disable air control boosting

SetAnimationBlueprint

Sets the Animation Blueprint of this Character

my_charactersimple:SetAnimationBlueprint(custom_animation_blueprint)
TypeParameterDefaultDescription
custom_animation_blueprint Required parameter No description provided

SetMaxAcceleration

Sets the max acceleration

my_charactersimple:SetMaxAcceleration(acceleration)
TypeParameterDefaultDescription
acceleration Required parameter Default is 2048

SetMesh

Changes the Character Mesh on the fly

my_charactersimple:SetMesh(mesh_asset, adjust_capsule_size)
TypeParameterDefaultDescription
or mesh_asset Required parameter No description provided
adjust_capsule_size Required parameter Auto adjust the capsule size based on the Mesh size

SetMesh

Changes the Character Mesh on the fly

my_charactersimple:SetMesh(mesh, adjust_capsule_size)
TypeParameterDefaultDescription
or mesh Required parameter No description provided
adjust_capsule_size Required parameter Auto adjust the capsule size based on the Mesh size

SetPawnSettings

Sets the Pawn Settings of this Character

my_charactersimple:SetPawnSettings(use_controller_rotation_pitch, use_controller_rotation_yaw, use_controller_rotation_roll)
TypeParameterDefaultDescription
use_controller_rotation_pitch Required parameter No description provided
use_controller_rotation_yaw Required parameter No description provided
use_controller_rotation_roll Required parameter No description provided

SetRotationSettings

Sets the Rotation Settings of this Character

my_charactersimple:SetRotationSettings(rotation_rate, use_controller_desired_rotation, orient_rotation_to_movement)
TypeParameterDefaultDescription
Rotatorrotation_rate Required parameter No description provided
use_controller_desired_rotation Required parameter No description provided
orient_rotation_to_movement Required parameter No description provided

SetSpeedSettings

Sets the Speed Settings of this Character

my_charactersimple:SetSpeedSettings(max_walk_speed, max_walk_speed_crouched)
TypeParameterDefaultDescription
max_walk_speed Required parameter No description provided
max_walk_speed_crouched Required parameter No description provided

SetSpringArmSettings

Sets the Spring Arm Settings of this Character

my_charactersimple:SetSpringArmSettings(relative_location?, target_arm_length?, socket_offset?, enable_camera_lag?, camera_lag_speed?, camera_lag_max_distance?)
TypeParameterDefaultDescription
Vectorrelative_location?Vector(0, 0, 144)No description provided
target_arm_length?300.0No description provided
Vectorsocket_offset?Vector(0, 0, 0)No description provided
enable_camera_lag?trueNo description provided
camera_lag_speed?15.0No description provided
camera_lag_max_distance?1.0No description provided

🚀 Events

Inherited Entity Events
CharacterSimple 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
CharacterSimple 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
Inherited Damageable Events
CharacterSimple inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/Damageable
NameDescription
When Entity Dies
When Entity has it's Health changed, or because took damage or manually set through scripting or respawning
When Entity Respawns
Triggered when this Entity takes damage
Inherited Pawn Events
CharacterSimple inherits from Base Pawn Class, sharing it's events:
Base Pawnscripting-reference/classes/base-classes/Pawn
NameDescription
When an Animation Montage Notify begins
When an Animation Montage Notify ends
Called when AI reaches it's destination, or when it fails
When Character is possessed by a Player
When Character is unpossessed by a Player

This class doesn't have own events.