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Version: latest - a1.30.x ⚖️

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.

info

This is the base class for all Actors we have. You cannot spawn it directly.

🗿 Static Functions

This entity doesn't have own static functions.

🦠 Functions

caution

Some of the following methods may not work on certain Actor classes.

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

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?)
TypeParameterDefaultDescription
Vector force
boolean velocity_change?falseWhether 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 as other_actor (or at the bone location) and reset its relative position/rotation to zero.

Setting lifespan_when_detached to 0 will automatically destroy this actor when detached, setting it to 10 will destroy this after 10 seconds when detached.

my_actor:AttachTo(other, attachment_rule?, bone_name?, lifespan_when_detached?, use_absolute_rotation?)
TypeParameterDefaultDescription
Base Actor otherOther actor to attach
AttachmentRuleattachment_rule?SnapToTargetHow to attach
string bone_name?Which bone to attach to
float lifespan_when_detached?-1Seconds before destroying this Actor when detached
boolean use_absolute_rotation?falseWhether to force attached object to use absolute rotation (will not follow parent)

Detach

Detaches this Actor from AttachedTo Actor
my_actor:Detach()

SetCollision

Sets this Actor's collision type
my_actor:SetCollision(collision_type)
TypeParameterDefaultDescription
CollisionTypecollision_type

SetDimension

Sets this Actor's Dimension
my_actor:SetDimension(dimension)
TypeParameterDefaultDescription
integer dimension

SetForce

Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
my_actor:SetForce(force, is_local?)
TypeParameterDefaultDescription
Vector force
boolean is_local?trueWhether to apply the force in local space

SetGravityEnabled

Sets whether gravity is enabled on this Actor
my_actor:SetGravityEnabled(is_enabled)
TypeParameterDefaultDescription
boolean is_enabled

SetVisibility

Sets whether the actor is visible or not
my_actor:SetVisibility(is_visible)
TypeParameterDefaultDescription
boolean is_visible

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?)
TypeParameterDefaultDescription
boolean is_enabled
integer index?0Index to use (should be 0, 12)

SetOutlineEnabled

Sets whether the outline is enabled on this Actor, and which outline index to use. This will apply the outline on every attached entity too
my_actor:SetOutlineEnabled(is_enabled, index?)
TypeParameterDefaultDescription
boolean is_enabled
integer index?0Index to use (should be 0, 12)

SetLifeSpan

Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
my_actor:SetLifeSpan(seconds)
TypeParameterDefaultDescription
float secondsSeconds before being destroyed

SetLocation

Sets this Actor's location in the game world
my_actor:SetLocation(location)
TypeParameterDefaultDescription
Vector location

SetRotation

Sets this Actor's rotation in the game world
my_actor:SetRotation(rotation)
TypeParameterDefaultDescription
Rotator rotation

SetRelativeLocation

Sets this Actor's relative location in local space (only if this actor is attached)
my_actor:SetRelativeLocation(relative_location)
TypeParameterDefaultDescription
Vector relative_location

SetRelativeRotation

Sets this Actor's relative rotation in local space (only if this actor is attached)
my_actor:SetRelativeRotation(relative_rotation)
TypeParameterDefaultDescription
Rotator relative_rotation

SetScale

Sets this Actor's scale
my_actor:SetScale(scale)
TypeParameterDefaultDescription
Vector scale

SetNetworkAuthority

Sets the Player to have network authority over this Actor. This Player will be manually assigned to handle this Actor's physics and share its location with other clients. The authority assignment will still be overridden by the game automatically

Please refer to Network Authority for more information
my_actor:SetNetworkAuthority(player?)
TypeParameterDefaultDescription
Player player?nilNew player which will assume the Network Authority of this Actor

SetNetworkAuthorityAutoDistributed

Sets if this Actor will auto distribute the network authority betwen players when idle

Please refer to Network Authority for more information
my_actor:SetNetworkAuthorityAutoDistributed(auto_distribute)
TypeParameterDefaultDescription
boolean auto_distributeIf this Actor will be auto network distributed

TranslateTo

Smoothly moves this actor to a location over a certain time
my_actor:TranslateTo(location, time, exp?)
TypeParameterDefaultDescription
Vector location
float timeTime to interpolate from current location to target location
float exp?0Exponent used to smooth interpolation. Use 0 for linear movement

RotateTo

Smoothly rotates this actor to an angle over a certain time
my_actor:RotateTo(rotation, time, exp?)
TypeParameterDefaultDescription
Rotator rotation
float timeTime to interpolate from current location to target location
float exp?0Exponent used to smooth interpolation. Use 0 for linear movement

IsBeingDestroyed

Returns true if this Actor is being destroyed.
You can check this inside events like Drop to see if a Pickable is being dropped because it's going to be destroyed


Returns boolean
local ret = my_actor:IsBeingDestroyed()

IsVisible

Returns true if this Actor is visible

Returns boolean
local ret = my_actor:IsVisible()

IsGravityEnabled

Returns true if gravity is enabled on this Actor

Returns boolean
local ret = my_actor:IsGravityEnabled()

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()

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 (in the format { Origin: Vector, BoxExtent: Vector, SphereRadius: float })
local ret = my_actor:GetBounds()

GetCollision

Gets this Actor's collision type

Returns CollisionType
local ret = my_actor:GetCollision()

GetLocation

Gets this Actor's location in the game world

Returns Vector
local ret = my_actor:GetLocation()

GetRelativeLocation

Gets this Actor's Relative Location if it's attached

Returns Vector
local ret = my_actor:GetRelativeLocation()

GetNetworkAuthority

Gets this Actor's Network Authority Player

Returns Player or nil
local ret = my_actor:GetNetworkAuthority()

GetRotation

Gets this Actor's angle in the game world

Returns Rotator
local ret = my_actor:GetRotation()

GetRelativeRotation

Gets this Actor's Relative Rotation if it's attached

Returns Rotator
local ret = my_actor:GetRelativeRotation()

GetForce

Gets this Actor's force (set by SetForce())

Returns Vector
local ret = my_actor:GetForce()

GetDimension

Gets this Actor's dimension

Returns integer
local ret = my_actor:GetDimension()

HasNetworkAuthority

Returns true if the local Player is currently the Network Authority of this Actor

Returns boolean
local ret = my_actor:HasNetworkAuthority()

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()

GetScale

Gets this Actor's scale

Returns Vector
local ret = my_actor:GetScale()

GetVelocity

Gets this Actor's current velocity

Returns Vector
local ret = my_actor:GetVelocity()

AddActorTag

Adds an Unreal Actor Tag to this Actor
my_actor:AddActorTag(tag)
TypeParameterDefaultDescription
string tag

RemoveActorTag

Removes an Unreal Actor Tag from this Actor
my_actor:RemoveActorTag(tag)
TypeParameterDefaultDescription
string tag

GetActorTags

Gets all Unreal Actor Tags on this Actor

Returns table of string
local ret = my_actor:GetActorTags()

WasRecentlyRendered

Gets if this Actor was recently rendered on screen

Returns boolean
local ret = my_actor:WasRecentlyRendered()

GetDistanceFromCamera

Gets the distance of this Actor from the Camera

Returns float
local ret = my_actor:GetDistanceFromCamera()

GetScreenPercentage

Gets the percentage of this Actor size in the screen

Returns float
local ret = my_actor:GetScreenPercentage()

🚀 Events

NameDescription
DimensionChangeTriggered when an Actor changes it's dimension

DimensionChange

Triggered when an Actor changes it's dimension
Actor.Subscribe("DimensionChange", function(self, old_dimension, new_dimension)

end)
TypeArgumentDescription
Base Actor self
integer old_dimension
integer new_dimension