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HELIXCharacter

Characters represents Actors which can be possessed, can move and interact with world. They are the default Skeletal Mesh Character built for HELIX.

💂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.

Characters are Skeletal Meshes using Unreal's Mannequin Skeletal, with animations and interactivity already natively integrated into HELIX. It is possible to import any Skeletal Mesh (which uses Unreal's Mannequin Skeletal) to this Character.

Constructors

Default Constructor

local my_helixcharacter = HELIXCharacter(location, rotation, mesh, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
SkeletalMesh Reference or StaticMesh Referencemesh
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue

HELIX Avatar Constructor

local my_helixcharacter = HELIXCharacter(location, rotation, player, collision_type?, gravity_enabled?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
Playerplayer
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
SetMeshChanges the Character Mesh on the fly
SkeletalMesh Reference or StaticMesh ReferenceGetMeshGets the Skeletal Mesh Asset
SetJumpZVelocitySets the velocity of the jump
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
SetGravityScaleChanges the Gravity Scale
SetAccelerationSettingsSets the Movement Max Acceleration of this Character
SetCanGrabPropsSets if this Character is allowed to Grab any Prop
SetCanPickupPickablesSets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
SetRadialDamageToRagdollSet the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode
AimModeGetWeaponAimModeGets the Weapon Aim Mode
StopMovementAI: Stops the movement
MoveToAI: Makes this Character to walk to the Location
FollowAI: Makes this Character to follow another actor
JumpTriggers this Character to jump
EnterVehicleWhen Character enters a vehicle
LeaveVehicleWhen Character leaves a vehicle
GrabPropGives a Prop to the Character
UnGrabPropUnGrabs/Drops the Prop the Character is holding
PickUpWhen Character picks up anything
DropDrops any Pickable the Character is holding
VectorGetMovingToGets the Moving To location
RotatorGetControlRotationGets the Control Rotation
integerGetTeamGets the Team
Player or nilGetPlayerGets the possessing Player
Vehicle or nilGetVehicleGets the entered Vehicle
Prop or nilGetGrabbedPropGets the Grabbed Prop
Base Pickable or nilGetPickedGets the Pickable if picking up

PlayAnimation

Plays an Animation Montage on this character

my_helixcharacter:PlayAnimation(animation_path, loop_indefinitely?, slot_name?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
TypeParameterDefaultDescription
Animation Referenceanimation_path
booleanloop_indefinitely?false
stringslot_name?
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_helixcharacter:StopAnimation(animation_asset)
TypeParameterDefaultDescription
Animation Referenceanimation_asset

SetMesh

Changes the Character Mesh on the fly

my_helixcharacter:SetMesh(mesh_asset)
TypeParameterDefaultDescription
SkeletalMesh Reference or StaticMesh Referencemesh_asset

GetMesh

Gets the Skeletal Mesh Asset

— Returns SkeletalMesh Reference or StaticMesh Reference.

local ret = my_helixcharacter:GetMesh()

SetJumpZVelocity

Sets the velocity of the jump

my_helixcharacter:SetJumpZVelocity(velocity)
TypeParameterDefaultDescription
integervelocityDefault is 450

SetCapsuleSize

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

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

SetCanJump

Sets if this Character is allowed to Jump

my_helixcharacter:SetCanJump(can_jump)
TypeParameterDefaultDescription
booleancan_jump

SetCanCrouch

Sets if this Character is allowed to Crouch and to Prone

my_helixcharacter:SetCanCrouch(can_crouch)
TypeParameterDefaultDescription
booleancan_crouch

SetBrakingSettings

Sets the Movement Braking Settings of this Character

my_helixcharacter: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

SetGravityScale

Changes the Gravity Scale of this Character (can be negative)

my_helixcharacter:SetGravityScale(scale)
TypeParameterDefaultDescription
floatscale

SetAccelerationSettings

Sets the Movement Max Acceleration of this Character

my_helixcharacter:SetAccelerationSettings(walking?, parachuting?, skydiving?, falling?, swimming?, swimming_surface?, flying?)
TypeParameterDefaultDescription
integerwalking?768
integerparachuting?512
integerskydiving?768
integerfalling?128
integerswimming?256
integerswimming_surface?256
integerflying?1024

SetCanGrabProps

Sets if this Character is allowed to Grab any Prop

my_helixcharacter:SetCanGrabProps(can_grab_props)
TypeParameterDefaultDescription
booleancan_grab_props

SetCanPickupPickables

Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)

my_helixcharacter:SetCanPickupPickables(can_pickup)
TypeParameterDefaultDescription
booleancan_pickup

SetRadialDamageToRagdoll

Set the minimum radial damage taken (e.g. explosions) to enter in ragdoll mode.

Setting to -1 will make the Character to do not enter ragdoll mode when getting radial damage

my_helixcharacter:SetRadialDamageToRagdoll(damage)
TypeParameterDefaultDescription
integerdamageDefault is 50

GetWeaponAimMode

Gets the Weapon Aim Mode

— Returns AimMode.

local ret = my_helixcharacter:GetWeaponAimMode()

StopMovement

AI: Stops the movement

Triggers event [MoveCompleted](character#movecompleted)

my_helixcharacter:StopMovement()

MoveTo

AI: Makes this Character to walk to the Location

Triggers event MoveComplete

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

Follow

AI: Makes this Character to follow another actor

Triggers event MoveComplete

my_helixcharacter: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

Jump

Triggers this Character to jump

my_helixcharacter:Jump()

EnterVehicle

When Character enters a vehicle

my_helixcharacter:EnterVehicle()

LeaveVehicle

When Character leaves a vehicle

my_helixcharacter:LeaveVehicle()

GrabProp

Gives a Prop to the Character

my_helixcharacter:GrabProp(prop)
TypeParameterDefaultDescription
Propprop

UnGrabProp

UnGrabs/Drops the Prop the Character is holding

my_helixcharacter:UnGrabProp()

PickUp

When Character picks up anything

my_helixcharacter:PickUp()

Drop

Drops any Pickable the Character is holding

my_helixcharacter:Drop()

GetMovingTo

Gets the Moving To location

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

local ret = my_helixcharacter:GetMovingTo()

GetControlRotation

Gets the Control Rotation

— Returns Rotator.

local ret = my_helixcharacter:GetControlRotation()

GetTeam

Gets the Team

— Returns integer.

local ret = my_helixcharacter:GetTeam()

GetPlayer

Gets the possessing Player

— Returns Player or nil.

local ret = my_helixcharacter:GetPlayer()

GetVehicle

Gets the entered Vehicle

— Returns Vehicle or nil.

local ret = my_helixcharacter:GetVehicle()

GetGrabbedProp

Gets the Grabbed Prop

— Returns Prop or nil.

local ret = my_helixcharacter:GetGrabbedProp()

GetPicked

Gets the Pickable if picking up

— Returns Base Pickable or nil.

local ret = my_helixcharacter:GetPicked()

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

HELIX Character Meshes list

  • helix::SK_Female_Head
  • helix::SK_Male_Head

Beard

  • helix::SK_Beard_01
  • helix::SK_Beard_02

Chest

  • helix::SK_Male_Chest
  • helix::SK_Hoodie_Logo_Man
  • helix::SK_Man_Outwear_01
  • helix::SK_Man_Outwear_02
  • helix::SK_Man_Outwear_03
  • helix::SK_Man_Outwear_05
  • helix::SK_Man_Outwear_06
  • helix::SK_Man_Outwear_07
  • helix::SK_Man_T_Shirts_01
  • helix::SK_Man_T_Shirts_02
  • helix::SK_Man_T_Shirts_03
  • helix::SK_Man_T_Shirts_04
  • helix::SK_Wife_Beater

Feet

  • helix::SK_Male_Feet
  • helix::SK_Man_Boots_02
  • helix::SK_Man_Boots_04
  • helix::SK_Man_Boots_05
  • helix::SK_Man_Boots_06
  • helix::SK_Man_Boots_07
  • helix::SK_Man_Boots_08
  • helix::SK_Man_Boots_10
  • helix::SK_Man_Boots_11
  • helix::SK_Man_Boots_12
  • helix::SK_Man_Boots_13
  • helix::SK_Man_Boots_14
  • helix::SK_Man_Boots_15
  • helix::SK_Man_Boots_16
  • helix::SK_Man_Boots_17
  • helix::SK_Man_Boots_18
  • helix::SK_Man_Boots_19
  • helix::SK_Man_Boots_20
  • helix::SK_Man_Boots_21
  • helix::SK_Man_Boots_23
  • helix::SK_Man_Boots_24
  • helix::SK_Man_Boots_25

Hands

  • helix::SK_Male_Hands

Legs

  • helix::SK_Male_Legs
  • helix::SK_Man_Pants_01
  • helix::SK_Man_Pants_02
  • helix::SK_Man_Pants_03
  • helix::SK_Man_Pants_05
  • helix::SK_Man_Pants_06
  • helix::SK_Man_Pants_08
  • helix::SK_Man_Pants_09
  • helix::SK_Man_Pants_10
  • helix::SK_Man_Pants_12
  • helix::SK_Man_Pants_13
  • helix::SK_Man_Pants_14
  • helix::SK_Man_Pants_15
  • helix::SK_Man_Pants_Short_01
  • helix::SK_Man_Pants_Short_02
  • helix::SK_Man_Pants_Short_03
  • helix::SK_Man_Pants_Short_04

Etc

  • helix::SK_Eyebrows_01
  • helix::SK_Eyebrows_02
  • helix::SK_Eyelashes
  • helix::SK_Eyelashes_Shape_01
  • helix::SK_Eyelashes_Shape_02
  • helix::SK_Nails_01
  • helix::SK_Nails_02
  • helix::SK_Invisible

Delivery

  • helix::SK_Delivery_Shoes
  • helix::SK_Delivery_Top
  • helix::SK_Delivery_Lower

Police

  • helix::SK_Police_Lower
  • helix::SK_Police_Shoes
  • helix::SK_Police_Top
  • helix::SK_Police_Hat

Full Body

  • helix::SK_Female_Body
  • helix::SK_Male

Character's Skeleton Bone Names

info

Ugly list I know.

  • root
    • pelvis
      • spine_01
        • spine_02
          • spine_03
            • clavicle_l
              • upperarm_l
                • lowerarm_l
                  • hand_l
                    • index_01_l
                      • index_02_l
                        • index_03_l
                    • middle_01_l
                      • middle_02_l
                        • middle_03_l
                    • pinky_01_l
                      • pinky_02_l
                        • pinky_03_l
                    • ring_01_l
                      • ring_02_l
                        • ring_03_l
                    • thumb_01_l
                      • thumb_02_l
                        • thumb_03_l
                    • weapon_l
            • clavicle_r
              • upperarm_r
                • lowerarm_r
                  • hand_r
                    • index_01_r
                      • index_02_r
                        • index_03_r
                    • middle_01_r
                      • middle_02_r
                        • middle_03_r
                    • pinky_01_r
                      • pinky_02_r
                        • pinky_03_r
                    • ring_01_r
                      • ring_02_r
                        • ring_03_r
                    • thumb_01_r
                      • thumb_02_r
                        • thumb_03_r
                    • weapon_r
            • neck_01
              • head
                • lefteye
                • righteye
                • leftlidup
                • leftlidlow
                • rightlidup
                • rightlitlow
      • thigh_l
        • calf_l
          • foot_l
            • ball_l
      • thigh_r
        • calf_r
          • foot_r
            • ball_r