Classes
CharacterSimple
CharacterSimple is a simpler Character implementation with basic Movement implementation. Aimed for custom NPCs or basic Pawns.
23 own 162 inherited
Inherits from
EntityActorPaintableDamageablePawnCharacterSimple
Constructors 1
Functions 17
- BindAnimationBlueprintEventDispatcher Assigns and Binds an Animation Blueprint Event Dispatcher
- CallAnimationBlueprintEvent Calls an Animation Blueprint Event or Function
- GetAnimationBlueprintPropertyValue Gets an Animation Blueprint Property/Variable value directly
- IsCrouching Gets if this Character is crouching
- PlayAnimation Plays an Animation Montage on this character
- SetAirControl Sets the amount of movement control allowed when it is in air
- SetAnimationBlueprint Sets the Animation Blueprint of this Character
- SetAnimationBlueprintPropertyValue Sets an Animation Blueprint Property/Variable value directly
- SetCrouching Sets if this Character is crouching
- SetMaxAcceleration Sets the max acceleration
- SetMesh Changes the Character Mesh on the fly
- SetPawnSettings Sets the Pawn Settings of this Character
- SetPhysicsAsset Sets the Physics Asset for the Character
- SetRotationSettings Sets the Rotation Settings of this Character
- SetSpeedSettings Sets the Speed Settings of this Character
- SetSpringArmSettings Sets the Spring Arm Settings of this Character
- UnbindAnimationBlueprintEventDispatcher Unbinds an Animation Blueprint Event Dispatcher
Events 5
Inherited members 162
Pawn 43
- AddSkeletalMeshAttached Attaches a Skeletal Mesh as master pose to this entity
- AddStaticMeshAttached Attaches a Static Mesh to this entity
- Follow AI: Makes this Character to follow another actor
- GetAllSkeletalMeshAttached Gets all Skeletal Meshes attached to this entity
- GetAllStaticMeshAttached Gets all Static Meshes attached to this entity
- GetCanCrouch Gets if this Character is allowed to Crouch
- GetCanJump Gets if this Character is allowed to Jump
- GetCapsuleSize Gets the Capsule Size
- GetControlRotation Gets the Control Rotation
- GetFlyingMode Gets if it's in Flying mode
- GetGravityScale Gets the gravity scale
- GetMesh Gets the base Mesh Asset
- GetMovingTo Gets the Moving To location
- GetPlayer Gets the possessing Player
- HideBone Hides a bone of this Character
- IsBoneHidden Gets if a bone is hidden
- Jump Triggers this Character to jump
- MoveTo AI: Makes this Character to walk to the Location
- RemoveAllSkeletalMeshesAttached Removes all SkeletalMeshes attached
- RemoveAllStaticMeshesAttached Removes all StaticMeshes attached
- RemoveSkeletalMeshAttached Removes, if it exists, a SkeletalMesh from this entity given its custom ID
- RemoveStaticMeshAttached Removes, if it exists, a StaticMesh from this entity given its custom ID
- SetAIAvoidanceSettings AI: Configures the RVO (Reciprocal Velocity Obstacles) Avoidance system used by the AIs when moving
- SetBrakingSettings Sets the Movement Braking Settings of this Character
- SetCanCrouch Sets if this Character is allowed to Crouch
- SetCanJump Sets if this Character is allowed to Jump
- SetCapsuleSize Sets this Character's Capsule size
- SetControlRotation Sets the Control Rotation
- SetFlyingMode Sets the Flying Mode
- SetGravityScale Changes the Gravity Scale
- SetHitReactionEnabled Sets if the character will react to damage by applying small dynamic ragdoll effect to local bones damaged
- SetJumpZVelocity Sets the velocity of the jump
- SetMeshSettings Configures the mesh attachment settings and visibility
- SetRagdollOnDeathEnabled Sets if the character will enter ragdoll mode when it dies. You can set it to false to apply custom Death animations
- SetStaticMeshAttachedTransform Sets a Static Mesh Attached location and rotation
- StopAnimation Stops an Animation Montage on this character
- StopMovement AI: Stops the movement, optionally zeroing the velocity as well
- UnHideBone UnHide a bone of this Character
- AnimationBeginNotify When an Animation Montage Notify begins
- AnimationEndNotify When an Animation Montage Notify ends
- MoveComplete Called when AI reaches its destination, or when it fails
- Possess When Character is possessed by a Player
- UnPossess When Character is unpossessed by a Player
Damageable 13
- ApplyDamage Do damage to this entity
- GetDamageMultiplier Gets the Damage Multiplier of a bone
- GetHealth Gets the current health
- GetMaxHealth Gets the Max Health
- IsDead Returns if the entity is dead
- Respawn Respawns the Entity, filling its Health and moving it to its Initial Location
- SetDamageMultiplier Changes how much damage this entity takes on specific bones
- SetHealth Sets the Health of this Entity
- SetMaxHealth Sets the MaxHealth of this Entity
- Death When Entity Dies
- HealthChange When Entity has its Health changed, or because took damage or manually set through scripting or respawning
- Respawn When Entity Respawns
- TakeDamage Triggered when this Entity takes damage
Paintable 14
- GetMaterialColorParameter Gets a Color parameter from this Actor's material
- GetMaterialScalarParameter Gets a Scalar parameter from this Actor's material
- GetMaterialTextureParameter Gets a Texture parameter from this Actor's material
- GetMaterialVectorParameter Gets a Vector parameter from this Actor's material
- 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
- SetMaterialVectorParameter Sets a Vector parameter in this Actor's material
- SetPhysicalMaterial Overrides this Actor's Physical Material with a new one
Actor 57
- AddActorTag Adds an Unreal Actor Tag to this Actor
- AddAngularImpulse Add an angular impulse to this Actor. Good for one time instant burst
- AddImpulse Add an impulse to this Actor. Good for one time instant burst
- AttachTo Attaches this Actor to any other Actor, optionally at a specific bone
- Detach Detaches this Actor from AttachedTo Actor
- GetActorTags Gets all Unreal Actor Tags on this Actor
- GetAngularForce Gets this Actor's angular force (set by <code>SetAngularForce()</code>)
- GetAngularVelocity Returns the angular velocity of this Actor
- GetAttachedEntities Gets all Actors attached to this Actor
- GetAttachedTo Gets the Actor this Actor is attached to
- GetBounds Gets this Actor's bounds
- GetCollision Gets this Actor's collision type
- GetDimension Gets this Actor's dimension
- GetDistanceFromCamera Gets the distance of this Actor from the Camera
- GetForce Gets this Actor's force (set by <code>SetForce()</code>)
- GetLocation Gets this Actor's location in the game world
- GetMass Returns the mass of this Actor
- GetNetworkAuthority Gets this Actor's Network Authority Player
- GetRelativeLocation Gets this Actor's Relative Location if it's attached
- GetRelativeRotation Gets this Actor's Relative Rotation if it's attached
- GetRotation Gets this Actor's angle in the game world
- GetScale Gets this Actor's scale
- GetScreenPercentage Gets the percentage of this Actor size in the screen
- GetSocketTransform Gets a Socket Transform in world space given a bone or socket name
- GetVelocity Gets this Actor's current velocity
- HasNetworkAuthority Returns true if the local Player is currently the Network Authority of this Actor
- IsGravityEnabled Returns true if gravity is enabled on this Actor
- IsInWater Returns true if this Actor is in water
- IsNetworkDistributed Returns true if this Actor is currently network distributed
- 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
- SetAngularForce Adds a permanent angular force to this Actor, set to Vector(0, 0, 0) to cancel
- SetCastShadow Sets this Actor's to cast shadows or not
- SetCollision Sets this Actor's collision type
- SetDimension Sets this Actor's Dimension
- SetDistanceOptimizationMultiplier Sets this Actor's distance optimization multiplier
- 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)
- SetRenderCullDistance Sets this Actor's render cull distance
- 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
- WasRecentlyRendered Gets if this Actor was recently rendered on screen
- DimensionChange Triggered when an Actor changes its dimension
- EnterWater Triggered when an Actor enters a water body
- LeaveWater Triggered when an Actor leaves a water body
- NetworkAuthorityChange Triggered when the local Player gets/loses network authority over this actor
Entity 35
- GetAll Returns a table containing all Entities of the class this is called on
- GetByIndex Returns a specific Entity of this class at an index
- GetCount Returns how many Entities of this class exist
- GetInheritedClasses Gets a list of all directly inherited classes from this Class created with the <a href='/docs/core-concepts/scripting/inheriting-classes'>Inheriting System</a>
- GetPairs Returns an iterator with all Entities of this class to be used with <code>pairs()</code>
- GetParentClass Gets the parent class if this Class was created with the <a href='/docs/core-concepts/scripting/inheriting-classes'>Inheriting System</a>
- Inherit Inherits this class with the <a href='/docs/core-concepts/scripting/inheriting-classes'>Inheriting System</a>
- IsChildOf Gets if this Class is child of another class if this Class was created with the <a href='/docs/core-concepts/scripting/inheriting-classes'>Inheriting System</a>
- Subscribe Subscribes to an <a href='/docs/core-concepts/scripting/events-guide'>Event</a> for all entities of this Class
- SubscribeRemote Subscribes to a custom event called from server
- Unsubscribe Unsubscribes all callbacks from this <a href='/docs/core-concepts/scripting/events-guide'>Event</a> in this Class within this Package, or only the callback passed
- BroadcastRemoteEvent Calls a custom remote event directly on this entity to all Players
- BroadcastRemoteInRadiusEvent Calls a custom remote event directly on this entity to all Players in a radius
- CallRemoteEvent Calls a custom remote event directly on this entity
- CallRemotePlayersEvent Calls a custom remote event directly on this entity to a list of Players
- Destroy Destroys this Entity
- FinishSpawn Finish the spawning process and send the entity to clients if it was spawned with a deferred <code>spawn_mode</code>
- GetAllValuesKeys Gets a list of all values keys
- GetClass Gets the class of this entity
- GetID Gets the universal network ID of this Entity (same on both client and server)
- GetValue Gets a <a href='/docs/core-concepts/scripting/entity-values'>Value</a> stored on this Entity at the given key
- HasAuthority Gets if the local context has authority over this Entity (true if spawned by the client, false if spawned by the server)
- IsA Recursively checks if this entity is <a href='/docs/core-concepts/scripting/inheriting-classes'>inherited</a> from a Class
- IsBeingDestroyed Returns true if this Entity is being destroyed
- IsSpawned Gets if this Entity finished spawning
- IsValid Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
- SetSpawnMode Overrides when this Entity finishes spawning, from the Constructor of an Inherited Class
- SetValue Sets a <a href='/docs/core-concepts/scripting/entity-values'>Value</a> in this Entity
- Subscribe Subscribes to an <a href='/docs/core-concepts/scripting/events-guide'>Event</a> on this specific entity
- SubscribeRemote Subscribes to a custom event called from server on this specific entity
- Unsubscribe Unsubscribes all callbacks from this <a href='/docs/core-concepts/scripting/events-guide'>Event</a> in this Entity within this Package, or only the callback passed
- ClassRegister Triggered when a new Class is registered with the <a href='/docs/core-concepts/scripting/inheriting-classes'>Inheriting System</a>
- 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 <code>:SetValue()</code>