📦 Prop
A Prop represents a Dynamic Mesh which can be spawned in the world, can be grabbed around by characters and have physics.
🎒 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?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Required parameter | No description provided |
Rotator | rotation | Required parameter | No description provided |
StaticMesh Reference | asset | Required parameter | No description provided |
CollisionType | collision_type | CollisionType.Auto | Setting CollisionType.Auto will make it automatically switch between Normal and IgnoreOnlyPawn if they are smaller than radius 40 units. |
boolean | gravity_enabled | true | No description provided |
GrabMode | grab_mode | GrabMode.Auto | Whether or not the Prop can be grabbed |
CCDMode | ccd_mode | CCDMode.Auto | Whether 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. |
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).
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
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
table | Inherit | Inherits this class with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
🦠 Functions
Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players | ||
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
Destroy | Destroys this Entity | ||
table of string | GetAllValuesKeys | Gets a list of all values keys | |
table | GetClass | Gets the class of this entity | |
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
any | GetValue | Gets a Value stored on this Entity at the given key | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
SetValue | Sets a Value in this Entity | ||
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
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 |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterial | Sets the material at the specified index of this Actor | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
SetMaterialFromCanvas | Sets the material at the specified index of this Actor to a Canvas object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
SetMaterialScalarParameter | Sets a Scalar parameter in this Actor's material | ||
SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | ||
SetMaterialVectorParameter | Sets a Vector parameter in this Actor's material | ||
SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Returns | Name | Description | |
---|---|---|---|
GrabMode | GetGrabMode | Gets ability to Grab this Prop | |
Character or nil | GetHandler | Gets the Character (if existing) which is holding this | |
StaticMesh Reference | GetMesh | Gets the Asset name | |
table | GetSocketTransform | Gets a Socket Transform in world space given a bone name | |
SetGrabMode | Sets ability to Characters to Grab this Prop | ||
SetMesh | Changes the mesh in runtime | ||
SetPhysicsDamping | Sets the Physics damping of this Prop |
GetGrabMode
Gets ability to Grab this Prop
— Returns GrabMode.
local ret = my_prop:GetGrabMode()
See also SetGrabMode.
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()
GetMesh
Gets the Asset name
— Returns StaticMesh Reference (asset name).
local ret = my_prop:GetMesh()
See also SetMesh.
GetSocketTransform
Gets a Socket Transform in world space given a bone name
— Returns table (with this format).
local ret = my_prop:GetSocketTransform(socket_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | socket_name | Required parameter | No description provided |
SetGrabMode
Sets ability to Characters to Grab this Prop
my_prop:SetGrabMode(grab_mode)
Type | Parameter | Default | Description |
---|---|---|---|
GrabMode | grab_mode | Required parameter | If the Prop will be able to be grabbable or not. Set to Auto to automatically define based on Prop's size. |
See also GetGrabMode.
SetMesh
Changes the mesh in runtime
my_prop:SetMesh(asset)
Type | Parameter | Default | Description |
---|---|---|---|
StaticMesh Reference | asset | Required parameter | asset |
See also GetMesh.
SetPhysicsDamping
Sets the Physics damping of this Prop
my_prop:SetPhysicsDamping(linear_damping, angular_damping)
Type | Parameter | Default | Description |
---|---|---|---|
float | linear_damping | Required parameter | No description provided |
float | angular_damping | Required parameter | No description provided |
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
Destroy | Triggered when an Entity is destroyed | |
Spawn | Triggered when an Entity is spawned/created | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Name | Description | |
---|---|---|
Grab | Triggered when Character grabs a Prop | |
Hit | Triggered when this Prop hits something | |
Interact | When a Character interacts with this Prop (i.e. try to Grab it) | |
TakeDamage | When Prop takes Damage | |
UnGrab | Triggered when this Prop is ungrabbed |
Grab
Triggered when Character grabs a Prop
Prop.Subscribe("Grab", function(self, character)
-- Grab was called
end)
Hit
Triggered when this Prop hits something
Prop.Subscribe("Hit", function(self, impact_force, normal_impulse, impact_location, velocity)
-- Hit was called
end)
Type | Argument | Description |
---|---|---|
Prop | self | The prop which has been hit |
float | impact_force | The intensity of the Hit normalized by the Prop's weight |
Vector | normal_impulse | The impulse direction it hits |
Vector | impact_location | The world 3D location of the impact |
Vector | velocity | The 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)
-- Interact was called
end)
Type | Argument | Description |
---|---|---|
Prop | self | the object that undergoes an interaction |
Character | character | the character who interacts with the object |
TakeDamage
When Prop takes Damage
Prop.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)
-- TakeDamage was called
end)
Type | Argument | Description |
---|---|---|
Prop | self | the object that takes the damage |
integer | damage | amount of damage |
string | bone | Damaged bone |
DamageType | type | Damage Type |
Vector | from_direction | Direction of the damage relative to the damaged actor |
Player or nil | instigator | The player which caused the damage |
Base Actor or nil | causer | The object which caused the damage |
UnGrab
Triggered when this Prop is ungrabbed
Prop.Subscribe("UnGrab", function(self, character)
-- UnGrab was called
end)