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
👪Inheritance
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?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | ||
Rotator | rotation | ||
SkeletalMesh Reference or StaticMesh Reference | mesh | ||
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true |
HELIX Avatar Constructor​
local my_helixcharacter = HELIXCharacter(location, rotation, player, collision_type?, gravity_enabled?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | ||
Rotator | rotation | ||
Player | player | ||
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true |
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 | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table | Inherit | Inherits this class with the Inheriting System | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
table or nil | GetParentClass | Gets the parent class if this Class was created 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 | |
---|---|---|---|
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
table | GetClass | Gets the class of this entity | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
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 | ||
SetValue | Sets a Value in this Entity | ||
any | GetValue | Gets a Value stored on this Entity at the given key | |
Destroy | Destroys this Entity | ||
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
Returns | Name | Description | |
---|---|---|---|
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 | ||
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 | ||
SetVisibility | Sets whether the actor is visible or not | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline 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 | ||
SetRotation | Sets this Actor's rotation in the game world | ||
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) | ||
SetScale | Sets this Actor's scale | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsVisible | Returns true if this Actor is visible | |
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 | |
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 | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
integer | GetDimension | Gets this Actor's dimension | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
Vector | GetScale | Gets this Actor's scale | |
Vector | GetVelocity | Gets this Actor's current velocity | |
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
Returns | Name | Description | |
---|---|---|---|
SetMaterial | Sets the material at the specified index of this Actor | ||
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 | ||
ResetMaterial | Resets the material from the specified index to the original one | ||
SetMaterialColorParameter | Sets a Color parameter in this Actor's material | ||
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 |
Inherited Damageable Functions
Base Damageablescripting-reference/classes/base-classes/Damageable
Returns | Name | Description | |
---|---|---|---|
integer | ApplyDamage | Do damage to this entity | |
integer | GetHealth | Gets the current health | |
integer | GetMaxHealth | Gets the Max Health | |
Respawn | Respawns the Entity, fullying it's Health and moving it to it's Initial Location | ||
SetHealth | Sets the Health of this Entity | ||
SetMaxHealth | Sets the MaxHealth of this Entity |
Returns | Name | Description | |
---|---|---|---|
PlayAnimation | Plays an Animation Montage on this character | ||
StopAnimation | Stops an Animation Montage on this character | ||
SetMesh | Changes the Character Mesh on the fly | ||
SkeletalMesh Reference or StaticMesh Reference | GetMesh | Gets the Skeletal Mesh Asset | |
SetJumpZVelocity | Sets the velocity of the jump | ||
SetCapsuleSize | Sets this Character's Capsule size | ||
SetCanJump | Sets if this Character is allowed to Jump | ||
SetCanCrouch | Sets if this Character is allowed to Crouch and to Prone | ||
SetBrakingSettings | Sets the Movement Braking Settings of this Character | ||
SetGravityScale | Changes the Gravity Scale | ||
SetAccelerationSettings | Sets the Movement Max Acceleration of this Character | ||
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...) | ||
SetRadialDamageToRagdoll | Set the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode | ||
AimMode | GetWeaponAimMode | Gets the Weapon Aim Mode | |
StopMovement | AI: Stops the movement | ||
MoveTo | AI: Makes this Character to walk to the Location | ||
Follow | AI: Makes this Character to follow another actor | ||
Jump | Triggers this Character to jump | ||
EnterVehicle | When Character enters a vehicle | ||
LeaveVehicle | When Character leaves a vehicle | ||
GrabProp | Gives a Prop to the Character | ||
UnGrabProp | UnGrabs/Drops the Prop the Character is holding | ||
PickUp | When Character picks up anything | ||
Drop | Drops any Pickable the Character is holding | ||
Vector | GetMovingTo | Gets the Moving To location | |
Rotator | GetControlRotation | Gets the Control Rotation | |
integer | GetTeam | Gets the Team | |
Player or nil | GetPlayer | Gets the possessing Player | |
Vehicle or nil | GetVehicle | Gets the entered Vehicle | |
Prop or nil | GetGrabbedProp | Gets the Grabbed Prop | |
Base Pickable or nil | GetPicked | Gets 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?)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_path | ||
boolean | loop_indefinitely? | false | |
string | slot_name? |
| |
float | blend_in_time? | 0.25 | |
float | blend_out_time? | 0.25 | |
float | play_rate? | 1.0 | |
boolean | stop_all_montages? | false | Stops all running Montages from the same Group |
StopAnimation
​
Stops an Animation Montage on this character
my_helixcharacter:StopAnimation(animation_asset)
Type | Parameter | Default | Description |
---|---|---|---|
Animation Reference | animation_asset |
SetMesh
​
Changes the Character Mesh on the fly
my_helixcharacter:SetMesh(mesh_asset)
Type | Parameter | Default | Description |
---|---|---|---|
SkeletalMesh Reference or StaticMesh Reference | mesh_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)
Type | Parameter | Default | Description |
---|---|---|---|
integer | velocity | Default is 450 |
SetCapsuleSize
​
Sets this Character's Capsule size (will affect Camera location and Character's collision)
my_helixcharacter:SetCapsuleSize(radius, half_height)
SetCanJump
​
Sets if this Character is allowed to Jump
my_helixcharacter:SetCanJump(can_jump)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_jump |
SetCanCrouch
​
Sets if this Character is allowed to Crouch and to Prone
my_helixcharacter:SetCanCrouch(can_crouch)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_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?)
Type | Parameter | Default | Description |
---|---|---|---|
float | ground_friction? | 2 | |
float | braking_friction_factor? | 2 | |
integer | braking_walking? | 96 | |
integer | braking_flying? | 3000 | |
integer | braking_swimming? | 10 | |
integer | braking_falling? | 0 |
SetGravityScale
​
Changes the Gravity Scale of this Character (can be negative)
my_helixcharacter:SetGravityScale(scale)
Type | Parameter | Default | Description |
---|---|---|---|
float | scale |
SetAccelerationSettings
​
Sets the Movement Max Acceleration of this Character
my_helixcharacter:SetAccelerationSettings(walking?, parachuting?, skydiving?, falling?, swimming?, swimming_surface?, flying?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | walking? | 768 | |
integer | parachuting? | 512 | |
integer | skydiving? | 768 | |
integer | falling? | 128 | |
integer | swimming? | 256 | |
integer | swimming_surface? | 256 | |
integer | flying? | 1024 |
SetCanGrabProps
​
Sets if this Character is allowed to Grab any Prop
my_helixcharacter:SetCanGrabProps(can_grab_props)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_grab_props |
SetCanPickupPickables
​
Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
my_helixcharacter:SetCanPickupPickables(can_pickup)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | can_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)
Type | Parameter | Default | Description |
---|---|---|---|
integer | damage | Default 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?)
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?)
Type | Parameter | Default | Description |
---|---|---|---|
Base Actor | actor | Actor to follow | |
float | acceptance_radius? | 50 | Radius to consider success |
boolean | stop_on_succeed? | false | Whether to stop when reaching the target |
boolean | stop_on_fail? | false | Whether to stop when failed to reach the target |
float | update_rate? | 0.25 | How 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)
Type | Parameter | Default | Description |
---|---|---|---|
Prop | prop |
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
local ret = my_helixcharacter:GetPlayer()
GetVehicle
​
Gets the entered Vehicle
local ret = my_helixcharacter:GetVehicle()
GetGrabbedProp
​
Gets the Grabbed Prop
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
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Damageable Events
Base Damageablescripting-reference/classes/base-classes/Damageable
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Name | Description |
---|
HELIX Character Meshes list​
Head​
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