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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 Base Entity, Base Actor, Base Paintable, Damageable.

Examples

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

Constructors

Default Constructor

local my_charactersimple = CharacterSimple(location, rotation, mesh, custom_animation_blueprint?, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
SkeletalMesh Reference or StaticMesh Referencemesh
Blueprint Referencecustom_animation_blueprint
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue

Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
tableInheritInherits this class with the Inheriting System
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This entity doesn't have own static functions.

Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integerGetIDGets the universal network ID of this Entity (same on both client and server)
tableGetClassGets the class of this entity
booleanIsARecursively checks if this entity is inherited from a Class
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
SetValueSets a Value in this Entity
anyGetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
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 between players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsVisibleReturns true if this Actor is visible
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
VectorGetLocationGets this Actor's location in the game world
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
RotatorGetRotationGets this Actor's angle in the game world
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
VectorGetForceGets this Actor's force (set by SetForce())
integerGetDimensionGets this Actor's dimension
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
VectorGetScaleGets this Actor's scale
VectorGetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
floatGetScreenPercentageGets the percentage of this Actor size in the screen
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
SetMaterialSets the material at the specified index of this Actor
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
ResetMaterialResets the material from the specified index to the original one
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
Inherited Damageable Functions
Base Damageablescripting-reference/classes/base-classes/Damageable
ReturnsNameDescription
integerApplyDamageDo damage to this entity
integerGetHealthGets the current health
integerGetMaxHealthGets the Max Health
RespawnRespawns the Entity, fullying it's Health and moving it to it's Initial Location
SetHealthSets the Health of this Entity
SetMaxHealthSets the MaxHealth of this Entity
ReturnsNameDescription
PlayAnimationPlays an Animation Montage on this character
StopAnimationStops an Animation Montage on this character
AddSkeletalMeshAttachedSpawns and Attaches a SkeletalMesh into this Character
AddStaticMeshAttachedSpawns and Attaches a StaticMesh into this Character
RemoveSkeletalMeshAttachedRemoves, if existing, a SkeletalMesh from this Character given it's custom ID
RemoveStaticMeshAttachedRemoves, if existing, a StaticMesh from this Character given it's custom ID
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
RemoveAllSkeletalMeshesAttachedRemoves all SkeletalMeshes attached
SetMeshChanges the Character Mesh on the fly
SkeletalMesh Reference or StaticMesh ReferenceGetMeshGets the Skeletal Mesh Asset
VectorGetMovingToGets the Moving To location
MoveToAI: Makes this Character to walk to the Location
FollowAI: Makes this Character to follow another actor
StopMovementAI: Stops the movement
Player or nilGetPlayerGets the possessing Player
RotatorGetControlRotationGets the Control Rotation
HideBoneHides a bone of this Character
UnHideBoneUnHide a bone of this Character
booleanIsBoneHiddenGets if a bone is hidden
JumpTriggers this Character to jump
SetJumpZVelocitySets the velocity of the jump
SetMaxAccelerationSets the max acceleration
SetCapsuleSizeSets this Character's Capsule size
SetCanJumpSets if this Character is allowed to Jump
SetCanCrouchSets if this Character is allowed to Crouch and to Prone
SetBrakingSettingsSets the Movement Braking Settings of this Character
SetSpringArmSettingsSets the Spring Arm Settings of this Character
SetRotationSettingsSets the Rotation Settings of this Character
SetSpeedSettingsSets the Speed Settings of this Character
SetPawnSettingsSets the Pawn Settings of this Character
SetAnimationBlueprintSets the Animation Blueprint of this Character

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 Referenceanimation_path
stringslot_name?
booleanloop_indefinitely?false
floatblend_in_time?0.25
floatblend_out_time?0.25
floatplay_rate?1.0
booleanstop_all_montages?falseStops all running Montages from the same Group

StopAnimation

Stops an Animation Montage on this character

my_charactersimple:StopAnimation(animation_asset)
TypeParameterDefaultDescription
Animation Referenceanimation_asset

AddSkeletalMeshAttached

Spawns and Attaches a SkeletalMesh into this Character, the SkeletalMesh must have the same Skeletal used by the Character Mesh, and will follow all animations from it. Uses a custom ID to be used for removing it further.

For customizing the Materials specific of a SkeletalMeshAttached, please use the following syntax in the Paintable methods: attachable///[ATTACHABLE_ID]/[PARAMETER_NAME], where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.

my_charactersimple:AddSkeletalMeshAttached(id, skeletal_mesh_asset?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
SkeletalMesh Referenceskeletal_mesh_asset?

AddStaticMeshAttached

Spawns and Attaches a StaticMesh into this Character in a Socket with relative Location and Rotation. Uses a custom ID to be used for removing it further

For customizing the Materials specific of a StaticMeshAttached, please use the following syntax as the parameter_name in the Paintable methods: attachable///[ATTACHABLE_ID]/[PARAMETER_NAME], where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.

my_charactersimple:AddStaticMeshAttached(id, static_mesh_asset?, socket?, relative_location?, relative_rotation?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
StaticMesh Referencestatic_mesh_asset?
stringsocket?
Vectorrelative_location?Vector(0, 0, 0)
Rotatorrelative_rotation?Rotator(0, 0, 0)

RemoveSkeletalMeshAttached

Removes, if existing, a SkeletalMesh from this Character given it's custom ID

my_charactersimple:RemoveSkeletalMeshAttached(id)
TypeParameterDefaultDescription
stringid

RemoveStaticMeshAttached

Removes, if existing, a StaticMesh from this Character given it's custom ID

my_charactersimple:RemoveStaticMeshAttached(id)
TypeParameterDefaultDescription
stringid

RemoveAllStaticMeshesAttached

Removes all StaticMeshes attached

my_charactersimple:RemoveAllStaticMeshesAttached()

RemoveAllSkeletalMeshesAttached

Removes all SkeletalMeshes attached

my_charactersimple:RemoveAllSkeletalMeshesAttached()

SetMesh

Changes the Character Mesh on the fly

my_charactersimple:SetMesh(mesh_asset, adjust_capsule_size)
TypeParameterDefaultDescription
SkeletalMesh Reference or StaticMesh Referencemesh_asset
booleanadjust_capsule_sizeAuto adjust the capsule size based on the Mesh size

GetMesh

Gets the Skeletal Mesh Asset

— Returns SkeletalMesh Reference or StaticMesh Reference.

local ret = my_charactersimple:GetMesh()

GetMovingTo

Gets the Moving To location

— Returns Vector (the moving to location or Vector(0, 0, 0) if not moving).

local ret = my_charactersimple:GetMovingTo()

MoveTo

AI: Makes this Character to walk to the Location

Triggers event MoveCompleted

my_charactersimple:MoveTo(location, acceptance_radius?)
TypeParameterDefaultDescription
Vectorlocation
floatacceptance_radius?50

Follow

AI: Makes this Character to follow another actor

Triggers event MoveCompleted

my_charactersimple:Follow(actor, acceptance_radius?, stop_on_succeed?, stop_on_fail?, update_rate?)
TypeParameterDefaultDescription
Base ActoractorActor to follow
floatacceptance_radius?50Radius to consider success
booleanstop_on_succeed?falseWhether to stop when reaching the target
booleanstop_on_fail?falseWhether to stop when failed to reach the target
floatupdate_rate?0.25How often to recalculate the AI path

StopMovement

AI: Stops the movement

Triggers event [MoveCompleted](character#movecompleted)

my_charactersimple:StopMovement()

GetPlayer

Gets the possessing Player

— Returns Player or nil.

local ret = my_charactersimple:GetPlayer()

GetControlRotation

Gets the Control Rotation

— Returns Rotator.

local ret = my_charactersimple:GetControlRotation()

HideBone

Hides a bone of this Character.

Check Bone Names List

my_charactersimple:HideBone(bone_name?)
TypeParameterDefaultDescription
stringbone_name?Bone to hide

UnHideBone

UnHide a bone of this Character.

Check Bone Names List

my_charactersimple:UnHideBone(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to unhide

IsBoneHidden

Gets if a bone is hidden

— Returns boolean (if the bone is hidden).

local ret = my_charactersimple:IsBoneHidden(bone_name)
TypeParameterDefaultDescription
stringbone_nameBone to check

Jump

Triggers this Character to jump

my_charactersimple:Jump()

SetJumpZVelocity

Sets the velocity of the jump

my_charactersimple:SetJumpZVelocity(velocity)
TypeParameterDefaultDescription
integervelocityDefault is 450

SetMaxAcceleration

Sets the max acceleration

my_charactersimple:SetMaxAcceleration(acceleration)
TypeParameterDefaultDescription
integeraccelerationDefault is 2048

SetCapsuleSize

Sets this Character's Capsule size (will affect Camera location and Character's collision)

my_charactersimple:SetCapsuleSize(radius, half_height)
TypeParameterDefaultDescription
integerradiusDefault is 42
integerhalf_heightDefault is 96

SetCanJump

Sets if this Character is allowed to Jump

my_charactersimple:SetCanJump(can_jump)
TypeParameterDefaultDescription
booleancan_jump

SetCanCrouch

Sets if this Character is allowed to Crouch and to Prone

my_charactersimple:SetCanCrouch(can_crouch)
TypeParameterDefaultDescription
booleancan_crouch

SetBrakingSettings

Sets the Movement Braking Settings of this Character

my_charactersimple:SetBrakingSettings(ground_friction?, braking_friction_factor?, braking_walking?, braking_flying?, braking_swimming?, braking_falling?)
TypeParameterDefaultDescription
floatground_friction?2
floatbraking_friction_factor?2
integerbraking_walking?96
integerbraking_flying?3000
integerbraking_swimming?10
integerbraking_falling?0

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)
TypeParameterDefaultDescription
Vectorrelative_location
floattarget_arm_length
Vectorsocket_offset
booleanenable_camera_lag
floatcamera_lag_speed

SetRotationSettings

Sets the Rotation Settings of this Character

my_charactersimple:SetRotationSettings(rotation_rate, use_controller_desired_rotation, orient_rotation_to_movement)
TypeParameterDefaultDescription
Rotatorrotation_rate
booleanuse_controller_desired_rotation
booleanorient_rotation_to_movement

SetSpeedSettings

Sets the Speed Settings of this Character

my_charactersimple:SetSpeedSettings(max_walk_speed, max_walk_speed_crouched)
TypeParameterDefaultDescription
integermax_walk_speed
integermax_walk_speed_crouched

SetPawnSettings

Sets the Pawn Settings of this Character

my_charactersimple:SetPawnSettings(use_controller_rotation_pitch, use_controller_rotation_yaw, use_controller_rotation_roll)
TypeParameterDefaultDescription
booleanuse_controller_rotation_pitch
booleanuse_controller_rotation_yaw
booleanuse_controller_rotation_roll

SetAnimationBlueprint

Sets the Animation Blueprint of this Character

my_charactersimple:SetAnimationBlueprint(custom_animation_blueprint)
TypeParameterDefaultDescription
Blueprint Referencecustom_animation_blueprint

Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Damageable Events
Base Damageablescripting-reference/classes/base-classes/Damageable
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
NameDescription
PossessWhen Character is possessed
UnPossessWhen Character is unpossessed

Possess

When Character is possessed
CharacterSimple.Subscribe("Possess", function(self, possesser)
-- Possess was called
end)
TypeArgumentDescription
CharacterSimpleself
Playerpossesser

UnPossess

When Character is unpossessed
CharacterSimple.Subscribe("UnPossess", function(self, old_possesser)
-- UnPossess was called
end)
TypeArgumentDescription
CharacterSimpleself
Playerold_possesser