Classes
Character
Characters represents Actors which can be possessed, can move and interact with world. They are the default Skeletal Mesh Character built for nanos world.
108 own 161 inherited
Inherits from
EntityActorPaintableDamageablePawnCharacter
Constructors 1
Functions 83
- ClearMorphTargets Clear all Morph Target that are set to this Mesh
- Drop Drops any Pickable the Character is holding
- EnterVehicle Enters the Vehicle at Seat (0 - Driver)
- GetAllMorphTargetNames Returns a table with all morph targets available
- GetCameraMode Gets the camera mode
- GetCanAim Gets if can aim
- GetCanCrouch Gets if can crouch
- GetCanDrop Gets if can drop
- GetCanGrabProps Gets if can grab props
- GetCanPickupPickables Gets if can pickup Pickables (Weapons, Melee, Grenade...)
- GetCanPunch Gets if can punch
- GetCanSprint Gets if can sprint
- GetCanUsePickables Gets if can use Pickables (Weapons, Melee, Grenade...)
- GetFallDamageTaken Gets the Fall Damage
- GetFallingMode Gets the FallingMode
- GetGaitMode Gets the GaitMode
- GetGrabbedProp Gets the Grabbed Prop
- GetImpactDamageTaken Gets the impact damage taken
- GetJumpZVelocity Gets the Jump Z Velocity
- GetMorphTarget Returns the value of a Morph Target
- GetPicked Gets the Pickable if picking up
- GetPunchDamage Gets the punch damage
- GetSpeedMultiplier Gets the speed multiplier
- GetStanceMode Gets the Stance Mode
- GetSwimmingMode Gets the Swimming Mode
- GetTeam Gets the Team
- GetVehicle Gets the entered Vehicle
- GetVehicleSeat Gets the entered Vehicle seat
- GetViewMode Gets the View Mode
- GetWeaponAimMode Gets the Weapon Aim Mode
- GrabProp Gives a Prop to the Character
- IsInputEnabled Gets if has input enabled
- IsInRagdollMode Gets if Character is in ragdoll mode
- IsInvulnerable Gets if is invulnerable
- LeaveVehicle Leaves the current Vehicle
- LookAt AI: Tries to make this Character to look at Location
- PickUp Gives a Melee/Grenade/Weapon (Pickable) to the Character
- PlayAnimation Plays an Animation Montage on this character
- ResetPhysicalAnimationSettings Resets all Physical Animation settings
- SetAccelerationSettings Sets the Movement Max Acceleration of this Character
- SetAirControl Sets the amount of movement control allowed when it is in air
- SetAnimationIdleWalkRunCrouching Sets the Blend Space (2D) Animation for Crouching<br/><br/>Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
- SetAnimationIdleWalkRunProning Sets the Blend Space (2D) Animation for Proning<br/><br/>Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
- SetAnimationIdleWalkRunStanding Sets the Blend Space (2D) Animation for Standing
- SetAnimationsTransitionCrouchingProning Sets the Transition Animation between Crouching and Proning
- SetAnimationsTransitionStandingCrouching Sets the Transition Animation between Standing and Crouching
- SetCameraMode Sets the Camera Mode
- SetCanAim Sets if this Character is allowed to Aim
- SetCanDeployParachute Sets if this Character is allowed to deploy the Parachute
- SetCanDive Sets if this Character is allowed to Dive
- SetCanDrop Sets if this Character is allowed to Drop the Picked up item
- SetCanGrabProps Sets if this Character is allowed to Grab any Prop
- SetCanPickupPickables Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
- SetCanPunch Sets if this Character is allowed to Punch
- SetCanSprint Sets if this Character is allowed to Sprint
- SetCanUsePickables Sets if this Character is allowed to use Pickables (Weapon, Grenade, Melee...)
- SetDeathSound Changes the Death sound when Character dies
- SetFallDamageTaken Set the Fall Damage multiplier taken when falling from High places
- SetFootstepVolumeMultiplier Set the Footstep Volume multiplier
- SetFOVMultiplier Sets the Field of View multiplier
- SetGaitMode Sets the Gait Mode
- SetHighFallingTime Sets time to transition to HighFalling state
- SetImpactDamageTaken Set the Impact Damage taken when being run over by things
- SetInputEnabled Enables/Disables Character's Input
- SetInvulnerable Sets if the Character can receive any damage
- SetMesh Changes the Character Mesh on the fly
- SetMorphTarget Set Morph Target with Name and Value
- SetPainSound Changes the Pain sound when Character takes damage
- SetParachuteTexture Changes the Parachute Texture
- SetPhysicalAnimationSettings Applies the physical animation settings to the body given
- SetPhysicsAsset Sets the Physics Asset for the Character
- SetPunchDamage Set the Punch Damage this Character will apply on others
- SetRadialDamageToRagdoll Set the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode
- SetRagdollMode Sets Character Ragdoll Mode
- SetRagdollOnHitEnabled Sets if the character will enter ragdoll mode when being hit by an object or falling from a high place
- SetRagdollStandUpCooldown Sets the cooldown time (in seconds) before this Character can stand up from ragdoll
- SetSimulatePhysics Sets the Character Capsule to simulate physics
- SetSpeedMultiplier Sets all speed multiplier
- SetStanceMode Sets the Stance Mode
- SetTeam Sets a Team which will disable damaging same Team Members
- SetViewMode Sets the View Mode
- SetWeaponAimMode Sets the Weapon's Aim Mode
- UnGrabProp UnGrabs/Drops the Prop the Character is holding
Events 24
- Attack Triggered when the Character effectively attacks with a Melee
- AttemptEnterVehicle Triggered when a Character attempts to enter a vehicle
- AttemptLeaveVehicle Triggered when this Character attempts to leave a vehicle
- AttemptReload Triggered when this Character attempts to reload
- Drop When Character drops the currently picked up Pickable
- EnterVehicle When Character enters a vehicle
- FallingModeChange Called when FallingMode changes
- Fire When Character fires a Weapon
- GaitModeChange Called when GaitMode changes
- GrabProp When Character grabs up a Prop
- Highlight When Character highlights/looks at a Prop or a Pickable
- Interact Triggered when a Character interacts with a Prop or Pickable
- LeaveVehicle When Character leaves a vehicle
- PickUp When Character picks up anything
- PullUse Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped)
- Punch When Character punches
- RagdollModeChange When Character enters or leaves ragdoll
- ReleaseUse Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped)
- Reload When Character reloads a weapon
- StanceModeChange Called when StanceMode changes
- SwimmingModeChange Called when Swimming Mode changes
- UnGrabProp When Character drops a Prop
- ViewModeChange When Character changes its View Mode
- WeaponAimModeChange Called when Weapon Aim Mode changes
Inherited members 161
Pawn 42
- 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
- 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>