🧑 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.

Characters are Skeletal Meshes using Unreal's Mannequin Skeletal, with animations and interactivity already natively integrated into nanos world. It is possible to import any Skeletal Mesh (which uses Unreal's Mannequin Skeletal) to this Character.
🎒 Examples
-- The following examples are using all Skeletal Meshes which we currently have for examples, including the officials Woman, Man and Mannequin:
local woman = Character(Vector(100, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Female")
local man = Character(Vector(200, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Male")
local mannequin = Character(Vector(300, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Mannequin")
local mannequin_female = Character(Vector(400, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_Mannequin_Female")
local post_apocalyptic = Character(Vector(500, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_PostApocalyptic")
local classic_male = Character(Vector(600, 0, 100), Rotator(0, 0, 0), "nanos-world::SK_ClassicMale")
-- Adds Clothes to Man. Note: some Meshes only supports a specific Mesh (Men/Woman)
-- The first parameter is an ID: attaching again with the same ID replaces the previous mesh
man:AddSkeletalMeshAttached("shirt", "nanos-world::SK_Shirt") -- Men only (or "nanos-world::SK_Underwear")
man:AddSkeletalMeshAttached("pants", "nanos-world::SK_Pants") -- Men only
man:AddSkeletalMeshAttached("shoes", "nanos-world::SK_Shoes_01")
man:AddSkeletalMeshAttached("tie", "nanos-world::SK_Tie")
-- Adds Clothes to Woman
woman:AddSkeletalMeshAttached("full", "nanos-world::SK_CasualSet") -- Woman only
woman:AddSkeletalMeshAttached("shoes", "nanos-world::SK_Sneakers")
-- Adds a Beard to Man, other options are:
-- SM_Beard_Extra, SM_Beard_Middle, SM_Beard_Mustache_01, SM_Beard_Mustache_02 and SM_Beard_Side
man:AddStaticMeshAttached("beard", "nanos-world::SM_Beard_Middle", "beard")
-- Adds Hair to Man (or "nanos-world::SM_Hair_Long")
man:AddStaticMeshAttached("hair", "nanos-world::SM_Hair_Short", "hair_male")
-- Adds Hair to Woman
woman:AddStaticMeshAttached("hair", "nanos-world::SM_Hair_Kwang", "hair_female")
More related examples:
Play as Propgetting-started/tutorials-and-examples/play-as-prop Nametagsgetting-started/tutorials-and-examples/name-tags Character Meshes Guideassets-modding/creating-assets/skeletal-meshes/characters-meshes🛠 Constructors
Default Constructor
No description provided
local my_character = Character(location, rotation, skeletal_mesh_asset, collision_type?, gravity_enabled?, max_health?, death_sound?, pain_sound?, spawn_mode?)
Parameters
| Type | Name | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | World location to spawn at |
| Rotator | rotation | Required parameter | World rotation to spawn with |
| SkeletalMesh Reference | skeletal_mesh_asset | Required parameter | The Skeletal Mesh asset to use |
| CollisionType | collision_type | CollisionType.Auto | Collision profile of this Actor |
| boolean | gravity_enabled | true | Whether gravity affects this Actor |
| integer | max_health | 100 | Current / Max Health |
| Sound Reference | death_sound | nanos-world::A_Male_01_Death | Played when Character dies |
| Sound Reference | pain_sound | nanos-world::A_Male_01_Pain | Played when Character takes damage |
| SpawnMode | spawn_mode | SpawnMode.Immediate | Pass SpawnMode.AfterConstructor or SpawnMode.Manual to avoid immediately sending the entity to clients and improve performance when you want to configure it by setting several configs. Must call FinishSpawn() after all |
🗿 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 | |
| table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
| iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
| table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
| table | Inherit | Inherits this class 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 |
This class doesn't have own static functions.
🦠 Functions
Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/entity
| Returns | Name | Description | |
|---|---|---|---|
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 to a specific Player | ||
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 spawn_mode | ||
| table of string | GetAllValuesKeys | Gets a list of all values keys | |
| table | GetClass | Gets the class of this entity | |
| integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
| any | GetValue | Gets a Value stored on this Entity at the given key | |
| boolean | HasAuthority | Gets if the local context has authority over this Entity (true if spawned by the client, false if spawned by the server) | |
| boolean | IsA | Recursively checks if this entity is inherited from a Class | |
| boolean | IsBeingDestroyed | Returns true if this Entity is being destroyed | |
| boolean | IsSpawned | Gets if this Entity finished spawning | |
| boolean | 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 Value in this Entity | ||
| 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 |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
| Returns | Name | Description | |
|---|---|---|---|
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 | ||
| boolean | AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | |
Detach | Detaches this Actor from AttachedTo Actor | ||
| table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
| Vector | GetAngularForce | Gets this Actor's angular force (set by SetAngularForce()) | |
| float | GetAngularVelocity | Returns the angular velocity of this Actor | |
| 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 | |
| string | GetAttachedToSocket | Gets the bone or socket name this Actor is attached to | |
| table | GetBounds | Gets this Actor's bounds, useful to know its size in the world | |
| CollisionType | GetCollision | Gets this Actor's collision type | |
| integer | GetDimension | Gets this Actor's dimension | |
| float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
| Vector | GetForce | Gets this Actor's force (set by SetForce()) | |
| float | GetLifeSpan | Gets the time (in seconds) left before this Actor is destroyed | |
| Vector | GetLocation | Gets this Actor's location in the game world | |
| float | GetMass | Returns the mass of this Actor | |
| Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
| Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
| Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
| Rotator | GetRotation | Gets this Actor's angle in the game world | |
| Vector | GetScale | Gets this Actor's scale | |
| float | GetScreenPercentage | Gets the percentage of this Actor size in the screen | |
| table | GetSocketTransform | Gets a Socket Transform in world space given a bone or socket name | |
| Vector | GetVelocity | Gets this Actor's current velocity | |
| boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
| 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 | |
| boolean | 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. Actors only see and interact with entities in the same 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 | ||
| boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
| Returns | Name | Description | |
|---|---|---|---|
| Color | GetMaterialColorParameter | Gets a Color parameter from this Actor's material | |
| float | GetMaterialScalarParameter | Gets a Scalar parameter from this Actor's material | |
| string | GetMaterialTextureParameter | Gets a Texture parameter from this Actor's material | |
| Vector | 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 |
Inherited Damageable Functions
Base Damageablescripting-reference/classes/base-classes/damageable
| Returns | Name | Description | |
|---|---|---|---|
| integer | ApplyDamage | Do damage to this entity | |
| float | GetDamageMultiplier | Gets the Damage Multiplier of a bone | |
| integer | GetHealth | Gets the current health | |
| integer | GetMaxHealth | Gets the Max Health | |
| boolean | 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 |
Inherited Pawn Functions
Base Pawnscripting-reference/classes/base-classes/pawn
| Returns | Name | Description | |
|---|---|---|---|
AddSkeletalMeshAttached | Attaches a Skeletal Mesh as master pose to this entity | ||
AddStaticMeshAttached | Attaches a Static Mesh to this entity | ||
Follow | AI: Makes this Pawn follow another actor | ||
| table of string | GetAllSkeletalMeshAttached | Gets all Skeletal Meshes attached to this entity | |
| table of string | GetAllStaticMeshAttached | Gets all Static Meshes attached to this entity | |
| boolean | GetCanCrouch | Gets if this Pawn is allowed to Crouch | |
| boolean | GetCanJump | Gets if this Pawn is allowed to Jump | |
| table | GetCapsuleSize | Gets the Capsule Size | |
| Rotator | GetControlRotation | Gets the Control Rotation, which is where this Pawn is looking or aiming | |
| boolean | GetFlyingMode | Gets if it's in Flying mode | |
| float | GetGravityScale | Gets the gravity scale | |
| integer | GetJumpZVelocity | Gets the initial vertical velocity when jumping, which defines the jump height | |
| SkeletalMesh Reference | GetMesh | Gets the base Mesh Asset | |
| Vector | GetMovingTo | Gets the Moving To location | |
| Player or nil | GetPlayer | Gets the possessing Player | |
HideBone | Hides a bone of this Pawn | ||
| boolean | IsBoneHidden | Gets if a bone is hidden | |
Jump | Triggers this Pawn to jump | ||
MoveTo | AI: Makes this Pawn 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 Pawn | ||
SetCanCrouch | Sets if this Pawn is allowed to Crouch | ||
SetCanJump | Sets if this Pawn is allowed to Jump | ||
SetCapsuleSize | Sets this Pawn's Capsule size | ||
SetControlRotation | Sets the Control Rotation, which is where this Pawn is looking or aiming | ||
SetFlyingMode | Enables or disables the Flying Mode, which removes gravity and allows moving in all directions | ||
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 | Unhides a bone of this Pawn |
| Returns | Name | Description | |
|---|---|---|---|
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) | ||
| table of string | GetAllMorphTargetNames | Returns a table with all morph targets available | |
| CameraMode | GetCameraMode | Gets the camera mode | |
| boolean | GetCanAim | Gets if this Character is allowed to aim | |
| boolean | GetCanDeployParachute | Gets if this Character is allowed to deploy the Parachute | |
| boolean | GetCanDive | Gets if this Character is allowed to Dive | |
| boolean | GetCanDrop | Gets if this Character is allowed to drop the picked up item | |
| boolean | GetCanGrabProps | Gets if this Character is allowed to grab Props | |
| boolean | GetCanPickupPickables | Gets if this Character is allowed to pick up Pickables (Weapon, Grenade, Melee...) | |
| boolean | GetCanPunch | Gets if this Character is allowed to punch | |
| boolean | GetCanSprint | Gets if this Character is allowed to sprint | |
| boolean | GetCanUsePickables | Gets if this Character is allowed to use Pickables (Weapon, Grenade, Melee...) | |
| integer | GetFallDamageTaken | Gets the Fall Damage multiplier | |
| FallingMode | GetFallingMode | Gets the current Falling Mode | |
| float | GetFootstepVolumeMultiplier | Gets the Footstep Volume multiplier | |
| GaitMode | GetGaitMode | Gets the current Gait Mode | |
| Prop or nil | GetGrabbedProp | Gets the Grabbed Prop | |
| integer | GetImpactDamageTaken | Gets the Impact Damage taken when being run over | |
| float | GetMorphTarget | Returns the value of a Morph Target | |
| Base Pickable or nil | GetPicked | Gets the Pickable if picking up | |
| integer | GetPunchDamage | Gets the damage dealt by this Character's punches | |
| integer | GetRadialDamageToRagdoll | Gets the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode | |
| float | GetSpeedMultiplier | Gets the movement speed multiplier | |
| StanceMode | GetStanceMode | Gets the Stance Mode | |
| SwimmingMode | GetSwimmingMode | Gets the Swimming Mode | |
| integer | GetTeam | Gets the Team of this Character | |
| Base Vehicle or nil | GetVehicle | Gets the entered Vehicle | |
| integer | GetVehicleSeat | Gets the entered Vehicle seat | |
| ViewMode | GetViewMode | Gets the View Mode | |
| AimMode | GetWeaponAimMode | Gets the Weapon Aim Mode | |
| boolean | GetWeaponShooterMode | Gets if this Character is in Shooter Mode | |
GrabProp | Gives a Prop to the Character | ||
| boolean | IsInputEnabled | Gets if this Character has input enabled | |
| boolean | IsInRagdollMode | Gets if Character is in ragdoll mode | |
| boolean | IsInvulnerable | Gets if this Character 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 Horizontal Axis stands for Speed X and Vertical Axis for Speed Y | ||
SetAnimationIdleWalkRunProning | Sets the Blend Space (2D) Animation for Proning 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 (walking or sprinting) | ||
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 at runtime | ||
SetMorphTarget | Sets the value of a Morph Target | ||
SetPainSound | Changes the Pain sound when Character takes damage | ||
SetParachuteTexture | Changes the texture of the Character's parachute | ||
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 | Enables or disables the Ragdoll Mode, making the Character fall as a physics body | ||
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 the multiplier applied to all movement speeds | ||
SetStanceMode | Sets the Stance Mode (standing, crouching or proning) | ||
SetTeam | Sets a Team which will disable damaging same Team Members | ||
SetViewMode | Sets the View Mode (first person, third person or top down) | ||
SetWeaponAimMode | Sets the Weapon's Aim Mode | ||
SetWeaponShooterMode | Sets if this Character is in Shooter Mode, in which a held Weapon is always aimed while idle or walking, is lowered while sprinting, and the aim input aims down sights instead of raising the Weapon | ||
UnGrabProp | UnGrabs/Drops the Prop the Character is holding |
Optimal

ClearMorphTargets
Clear all Morph Target that are set to this Mesh
my_character:ClearMorphTargets()
See also SetMorphTarget, GetMorphTarget, GetAllMorphTargetNames.
Moderate

Drop
Drops any Pickable the Character is holding
my_character:Drop()
Moderate

EnterVehicle
Enters the Vehicle at Seat (0 - Driver)
my_character:EnterVehicle(vehicle, seat?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Base Vehicle | vehicle | Required parameter | The Vehicle |
| integer | seat? | 0 | Seat index to enter, 0 is the driver seat |
See also GetVehicle, GetVehicleSeat, EnterVehicle, AttemptEnterVehicle.
Optimal

GetAllMorphTargetNames
Returns a table with all morph targets available
local ret = my_character:GetAllMorphTargetNames()
See also SetMorphTarget, GetMorphTarget, ClearMorphTargets.
Optimal

GetCameraMode
Gets the camera mode
local camera_mode = my_character:GetCameraMode()
Returns
| Type | Description |
|---|---|
| CameraMode | Camera mode |
See also SetCameraMode.
Optimal

GetCanAim
Gets if this Character is allowed to aim
local can_aim = my_character:GetCanAim()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to aim |
See also SetCanAim.
Optimal

GetCanDeployParachute
Gets if this Character is allowed to deploy the Parachute
local can_deploy_parachute = my_character:GetCanDeployParachute()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Character is allowed to deploy the Parachute |
See also SetCanDeployParachute.
Optimal

GetCanDive
Gets if this Character is allowed to Dive
local can_dive = my_character:GetCanDive()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Character is allowed to Dive |
See also SetCanDive.
Optimal

GetCanDrop
Gets if this Character is allowed to drop the picked up item
local can_drop = my_character:GetCanDrop()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to drop |
See also SetCanDrop.
Optimal

GetCanGrabProps
Gets if this Character is allowed to grab Props
local can_grab_props = my_character:GetCanGrabProps()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to grab Props |
See also SetCanGrabProps.
Optimal

GetCanPickupPickables
Gets if this Character is allowed to pick up Pickables (Weapon, Grenade, Melee...)
local can_pickup = my_character:GetCanPickupPickables()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to pick up Pickables |
See also SetCanPickupPickables.
Optimal

GetCanPunch
Gets if this Character is allowed to punch
local can_punch = my_character:GetCanPunch()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to punch |
See also SetCanPunch.
Optimal

GetCanSprint
Gets if this Character is allowed to sprint
local can_sprint = my_character:GetCanSprint()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to sprint |
See also SetCanSprint.
Optimal

GetCanUsePickables
Gets if this Character is allowed to use Pickables (Weapon, Grenade, Melee...)
local can_use = my_character:GetCanUsePickables()
Returns
| Type | Description |
|---|---|
| boolean | Whether it is allowed to use Pickables |
See also SetCanUsePickables.
Optimal

GetFallDamageTaken
Gets the Fall Damage multiplier
local damage = my_character:GetFallDamageTaken()
Returns
| Type | Description |
|---|---|
| integer | The Fall Damage multiplier |
See also SetFallDamageTaken.
Optimal

GetFallingMode
Gets the current Falling Mode
local ret = my_character:GetFallingMode()
Returns
| Type | Description |
|---|---|
| FallingMode | The current Falling Mode |
Optimal

GetFootstepVolumeMultiplier
Gets the Footstep Volume multiplier
local volume_multiplier = my_character:GetFootstepVolumeMultiplier()
Returns
| Type | Description |
|---|---|
| float | Footstep Volume multiplier |
See also SetFootstepVolumeMultiplier.
Optimal

GetGaitMode
Gets the current Gait Mode
local gait_mode = my_character:GetGaitMode()
Returns
| Type | Description |
|---|---|
| GaitMode | The current Gait Mode |
See also SetGaitMode.
Optimal

GetGrabbedProp
Gets the Grabbed Prop
local prop = my_character:GetGrabbedProp()
See also GrabProp, UnGrabProp.
Optimal

GetImpactDamageTaken
Gets the Impact Damage taken when being run over
local impact_damage = my_character:GetImpactDamageTaken()
Returns
| Type | Description |
|---|---|
| integer | The Impact Damage |
See also SetImpactDamageTaken.
Optimal

GetMorphTarget
Returns the value of a Morph Target
local value = my_character:GetMorphTarget(name)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | name | Required parameter | Morph Target Name |
Returns
| Type | Description |
|---|---|
| float | value of the Morph Target |
See also SetMorphTarget, ClearMorphTargets, GetAllMorphTargetNames.
Optimal

GetPicked
Gets the Pickable if picking up
local object = my_character:GetPicked()
Returns
| Type | Description |
|---|---|
| Base Pickable or nil | Pickable if picking up |
Optimal

GetPunchDamage
Gets the damage dealt by this Character's punches
local punch_damage = my_character:GetPunchDamage()
Returns
| Type | Description |
|---|---|
| integer | The punch damage |
See also SetPunchDamage.
Optimal

GetRadialDamageToRagdoll
Gets the minimum radial damage (e.g. explosions) taken to enter in ragdoll mode
local damage = my_character:GetRadialDamageToRagdoll()
Returns
| Type | Description |
|---|---|
| integer | -1 if the Character never enters ragdoll mode from radial damage |
See also SetRadialDamageToRagdoll.
Optimal

GetSpeedMultiplier
Gets the movement speed multiplier
local speed_multiplier = my_character:GetSpeedMultiplier()
Returns
| Type | Description |
|---|---|
| float | The speed multiplier |
See also SetSpeedMultiplier.
Optimal

GetStanceMode
Gets the Stance Mode
local stance_mode = my_character:GetStanceMode()
Returns
| Type | Description |
|---|---|
| StanceMode | Stance Mode |
See also SetStanceMode.
Optimal

GetSwimmingMode
Gets the Swimming Mode
local swimming_mode = my_character:GetSwimmingMode()
Returns
| Type | Description |
|---|---|
| SwimmingMode | Swimming Mode |
Optimal

GetTeam
Gets the Team of this Character
local team = my_character:GetTeam()
Returns
| Type | Description |
|---|---|
| integer | The Team, 0 means no team |
See also SetTeam.
Optimal

GetVehicle
Gets the entered Vehicle
local vehicle = my_character:GetVehicle()
Returns
| Type | Description |
|---|---|
| Base Vehicle or nil | Entered Vehicle |
See also EnterVehicle, LeaveVehicle.
Optimal

GetVehicleSeat
Gets the entered Vehicle seat
local seat_index = my_character:GetVehicleSeat()
Returns
| Type | Description |
|---|---|
| integer | The seat index the Character is sitting in the Vehicle. -1 if not in a Vehicle |
Optimal

GetViewMode
Gets the View Mode
local view_mode = my_character:GetViewMode()
Returns
| Type | Description |
|---|---|
| ViewMode | View Mode |
See also SetViewMode.
Optimal

GetWeaponAimMode
Gets the Weapon Aim Mode
local aim_mode = my_character:GetWeaponAimMode()
Returns
| Type | Description |
|---|---|
| AimMode | Weapon Aim Mode |
See also SetWeaponAimMode.
Optimal

GetWeaponShooterMode
Gets if this Character is in Shooter Mode
local weapon_shooter_mode = my_character:GetWeaponShooterMode()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Character is in Shooter Mode |
See also SetWeaponShooterMode.
Moderate

GrabProp
Gives a Prop to the Character
my_character:GrabProp(prop)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Prop | prop | Required parameter | The Prop |
See also GetGrabbedProp.
Optimal

IsInputEnabled
Gets if this Character has input enabled
local is_enabled = my_character:IsInputEnabled()
Returns
| Type | Description |
|---|---|
| boolean | Whether input is enabled |
See also SetInputEnabled.
Optimal

IsInRagdollMode
Gets if Character is in ragdoll mode
local ragdoll_enabled = my_character:IsInRagdollMode()
Returns
| Type | Description |
|---|---|
| boolean | Whether Character is in ragdoll mode |
Optimal

IsInvulnerable
Gets if this Character is invulnerable
local is_invulnerable = my_character:IsInvulnerable()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Character is invulnerable |
See also SetInvulnerable.
Moderate

LeaveVehicle
Leaves the current Vehicle
my_character:LeaveVehicle()
See also EnterVehicle, GetVehicle, LeaveVehicle, AttemptLeaveVehicle.
Moderate

LookAt
AI: Tries to make this Character to look at Location
my_character:LookAt(location)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | World location to look |
Moderate

PickUp
Gives a Melee/Grenade/Weapon (Pickable) to the Character
my_character:PickUp(pickable)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Base Pickable | pickable | Required parameter | The Weapon, Melee or Grenade to give to this Character |
Slow

PlayAnimation
Plays an Animation Montage on this character
my_character:PlayAnimation(animation_path, slot_type?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | animation_path | Required parameter | The Animation asset to play |
| AnimationSlotType | slot_type? | AnimationSlotType.FullBody | Which part of the body plays the animation |
| boolean | loop_indefinitely? | false | Whether to keep looping until stopped |
| float | blend_in_time? | 0.25 | Seconds to blend into the animation |
| float | blend_out_time? | 0.25 | Pass it -1 to disable auto blend out and keep the animation running in last pose forever |
| float | play_rate? | 1.0 | Speed multiplier of the animation |
| boolean | stop_all_montages? | false | Stops all running Montages from the same Group |
See also StopAnimation.
Moderate

ResetPhysicalAnimationSettings
Resets all Physical Animation settings
my_character:ResetPhysicalAnimationSettings()
Optimal

SetAccelerationSettings
Sets the Movement Max Acceleration of this Character
my_character:SetAccelerationSettings(walking?, parachuting?, skydiving?, falling?, swimming?, swimming_surface?, flying?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | walking? | 768 | Max acceleration while walking |
| integer | parachuting? | 512 | Max acceleration while parachuting |
| integer | skydiving? | 768 | Max acceleration while skydiving |
| integer | falling? | 128 | Max air control acceleration while falling |
| integer | swimming? | 256 | Max acceleration while swimming underwater |
| integer | swimming_surface? | 256 | Max acceleration while swimming on the surface |
| integer | flying? | 1024 | Max acceleration while flying |
Optimal

SetAirControl
Sets the amount of movement control allowed when it is in air
my_character:SetAirControl(air_control?, boost_multiplier?, boost_velocity_threshold?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | air_control? | 0.2 | When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed |
| float | boost_multiplier? | 512 | When falling, multiplier applied to air_control when lateral velocity is less than boost_velocity_threshold. Setting this to zero will disable air control boosting. Final result is clamped at 1 |
| float | boost_velocity_threshold? | 25 | When falling, if lateral velocity magnitude is less than this value, air_control is multiplied by boost_multiplier. Setting this to zero will disable air control boosting |
Slow

SetAnimationIdleWalkRunCrouching
Sets the Blend Space (2D) Animation for Crouching
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunCrouching(blend_space_path, enable_turn_in_place?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | blend_space_path | Required parameter | The Blend Space (2D) asset |
| boolean | enable_turn_in_place? | false | Whether the Character plays turn-in-place animations when rotating while idle |
Slow

SetAnimationIdleWalkRunProning
Sets the Blend Space (2D) Animation for Proning
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunProning(blend_space_path)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | blend_space_path | Required parameter | The new Blend Space (2D) Animation for Proning |
Slow

SetAnimationIdleWalkRunStanding
Sets the Blend Space (2D) Animation for Standing
Horizontal Axis stands for Speed X and Vertical Axis for Speed Y
my_character:SetAnimationIdleWalkRunStanding(blend_space_path, enable_turn_in_place?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | blend_space_path | Required parameter | The Blend Space (2D) asset |
| boolean | enable_turn_in_place? | false | Whether the Character plays turn-in-place animations when rotating while idle |
Slow

SetAnimationsTransitionCrouchingProning
Sets the Transition Animation between Crouching and Proning
my_character:SetAnimationsTransitionCrouchingProning(crouching_to_proning, proning_to_crouching)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | crouching_to_proning | Required parameter | Animation played when going prone |
| Animation Reference | proning_to_crouching | Required parameter | Animation played when getting up from prone |
Slow

SetAnimationsTransitionStandingCrouching
Sets the Transition Animation between Standing and Crouching
my_character:SetAnimationsTransitionStandingCrouching(standing_to_crouching, crouching_to_standing)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Animation Reference | standing_to_crouching | Required parameter | Animation played when crouching |
| Animation Reference | crouching_to_standing | Required parameter | Animation played when standing up |
Optimal

SetCameraMode
Sets the Camera Mode (i.e. Only TPS, FPS or if allow both)
Using FPSOnly CameraMode on AI will lock his body rotation (when using LookAt)
my_character:SetCameraMode(camera_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| CameraMode | camera_mode | Required parameter | The new Camera Mode |
See also GetCameraMode.
Optimal

SetCanAim
Sets if this Character is allowed to Aim
my_character:SetCanAim(can_aim)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_aim | Required parameter | Whether this Character is allowed to Aim |
See also GetCanAim.
Optimal

SetCanDeployParachute
Sets if this Character is allowed to deploy the Parachute
my_character:SetCanDeployParachute(can_deploy_parachute)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_deploy_parachute | Required parameter | Whether this Character is allowed to deploy the Parachute |
See also GetCanDeployParachute.
Optimal

SetCanDive
Sets if this Character is allowed to Dive
my_character:SetCanDive(can_dive)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_dive | Required parameter | Whether this Character is allowed to Dive |
See also GetCanDive.
Optimal

SetCanDrop
Sets if this Character is allowed to Drop the Picked up item
my_character:SetCanDrop(can_drop)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_drop | Required parameter | Whether this Character is allowed to Drop the Picked up item |
See also GetCanDrop.
Optimal

SetCanGrabProps
Sets if this Character is allowed to Grab any Prop
my_character:SetCanGrabProps(can_grab_props)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_grab_props | Required parameter | Whether this Character is allowed to Grab any Prop |
See also GetCanGrabProps.
Optimal

SetCanPickupPickables
Sets if this Character is allowed to Pick up any Pickable (Weapon, Grenade, Melee...)
my_character:SetCanPickupPickables(can_pickup)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_pickup | Required parameter | Whether this Character is allowed to Pick up any Pickable |
See also GetCanPickupPickables.
Optimal

SetCanPunch
Sets if this Character is allowed to Punch
my_character:SetCanPunch(can_punch)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_punch | Required parameter | Whether this Character is allowed to Punch |
See also GetCanPunch.
Optimal

SetCanSprint
Sets if this Character is allowed to Sprint
my_character:SetCanSprint(can_sprint)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_sprint | Required parameter | Whether this Character is allowed to Sprint |
See also GetCanSprint.
Optimal

SetCanUsePickables
Sets if this Character is allowed to use Pickables (Weapon, Grenade, Melee...)
my_character:SetCanUsePickables(can_use)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | can_use | Required parameter | Whether this Character is allowed to use Pickables |
See also GetCanUsePickables.
Slow

SetDeathSound
Changes the Death sound when Character dies
my_character:SetDeathSound(sound_asset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Sound Reference | sound_asset | Required parameter | The new Death sound when Character dies |
Optimal

SetFallDamageTaken
Set the Fall Damage multiplier taken when falling from High places.
Setting to 0 will make the Character not take any damage
my_character:SetFallDamageTaken(damage)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | damage | Required parameter | Default is 10 |
See also GetFallDamageTaken.
Optimal

SetFootstepVolumeMultiplier
Set the Footstep Volume multiplier
my_character:SetFootstepVolumeMultiplier(volume_multiplier)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | volume_multiplier | Required parameter | The new Footstep Volume multiplier |
See also GetFootstepVolumeMultiplier.
Optimal

SetFOVMultiplier
Sets the Field of View multiplier
my_character:SetFOVMultiplier(multiplier)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | multiplier | Required parameter | The new Field of View multiplier |
Optimal

SetGaitMode
Sets the Gait Mode (walking or sprinting)
my_character:SetGaitMode(gait_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| GaitMode | gait_mode | Required parameter | The new Gait Mode |
See also GetGaitMode.
Optimal

SetHighFallingTime
Sets time elapsed until automatically transition to HighFalling state (from SmallFalling) in seconds
Set it to -1 to never enter HighFalling time and consequently do not ragdoll when falling
my_character:SetHighFallingTime(time)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | time | Required parameter | Default is 1 second |
See also SetRagdollOnHitEnabled.
Optimal

SetImpactDamageTaken
Set the Impact Damage taken when being run over by things.
Setting to 0 will make the Character not take damage or enter ragdoll mode
my_character:SetImpactDamageTaken(impact_damage)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | impact_damage | Required parameter | Default is 10 |
See also SetRagdollOnHitEnabled, GetImpactDamageTaken.
Optimal

SetInputEnabled
Enables/Disables Character's Input
my_character:SetInputEnabled(is_enabled)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_enabled | Required parameter | Whether to enable Character's Input |
See also IsInputEnabled.
Optimal

SetInvulnerable
Sets if the Character can receive any damage
my_character:SetInvulnerable(is_invulnerable)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_invulnerable | Required parameter | Whether the Character can receive any damage |
See also IsInvulnerable.
Slow

SetMesh
Changes the Character Mesh at runtime
my_character:SetMesh(skeletal_mesh_asset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| SkeletalMesh Reference | skeletal_mesh_asset | Required parameter | The new Skeletal Mesh asset |
Moderate

SetMorphTarget
Sets the value of a Morph Target
my_character:SetMorphTarget(name, value)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | name | Required parameter | Morph Target Name |
| float | value | Required parameter | The Morph Target weight, usually from 0 to 1 |
See also GetMorphTarget, ClearMorphTargets, GetAllMorphTargetNames.
Slow

SetPainSound
Changes the Pain sound when Character takes damage
my_character:SetPainSound(sound_asset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Sound Reference | sound_asset | Required parameter | The new Pain sound when Character takes damage |
Slow

SetParachuteTexture
Changes the texture of the Character's parachute
my_character:SetParachuteTexture(texture)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Image Path | texture | Required parameter | The new Parachute Texture |
Moderate

SetPhysicalAnimationSettings
Applies the physical animation settings to the body given
my_character:SetPhysicalAnimationSettings(bone, include_self, is_local_simulation, orientation_strength?, angular_velocity_strength?, position_strength?, velocity_strength?, max_linear_force?, max_angular_force?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | bone | Required parameter | The body we will be driving |
| boolean | include_self | Required parameter | Whether to modify the given body |
| boolean | is_local_simulation | Required parameter | Whether the drive targets are in world space or local |
| float | orientation_strength? | 0 | The strength used to correct orientation error |
| float | angular_velocity_strength? | 0 | The strength used to correct angular velocity error |
| float | position_strength? | 0 | The strength used to correct linear position error. Only used for non-local simulation |
| float | velocity_strength? | 0 | The strength used to correct linear velocity error. Only used for non-local simulation |
| float | max_linear_force? | 0 | The max force used to correct linear errors |
| float | max_angular_force? | 0 | The max force used to correct angular errors |
Slow

SetPhysicsAsset
Sets the Physics Asset for the Character
my_character:SetPhysicsAsset(physics_asset)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Other Asset Reference | physics_asset | Required parameter | The new Physics Asset for the Character |
Optimal

SetPunchDamage
Set the Punch Damage this Character will apply on others
my_character:SetPunchDamage(punch_damage)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | punch_damage | Required parameter | Default is 15 |
See also GetPunchDamage.
Optimal

SetRadialDamageToRagdoll
Set the minimum radial damage taken (e.g. explosions) to enter in ragdoll mode.
Setting to -1 will make the Character never enter ragdoll mode when getting radial damage
my_character:SetRadialDamageToRagdoll(damage)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | damage | Required parameter | Default is 50 |
See also GetRadialDamageToRagdoll.
Optimal

SetRagdollMode
Enables or disables the Ragdoll Mode, making the Character fall as a physics body
my_character:SetRagdollMode(ragdoll_enabled)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | ragdoll_enabled | Required parameter | Whether the Ragdoll Mode is enabled |
Optimal

SetRagdollOnHitEnabled
Sets if the character will enter ragdoll mode when being hit by an object or falling from a high place
my_character:SetRagdollOnHitEnabled(is_enabled)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_enabled | Required parameter | Whether the character will enter ragdoll mode when being hit by an object or falling from a high place |
See also SetHighFallingTime.
Optimal

SetRagdollStandUpCooldown
Sets the cooldown time (in seconds) before this Character can stand up from ragdoll
my_character:SetRagdollStandUpCooldown(time)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | time | Required parameter | The new cooldown time (in seconds) before this Character can stand up from ragdoll |
Optimal

SetSimulatePhysics
Sets the Character Capsule to simulate physics
my_character:SetSimulatePhysics(simulate_physics)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | simulate_physics | Required parameter | The new Character Capsule to simulate physics |
Optimal

SetSpeedMultiplier
Sets the multiplier applied to all movement speeds
my_character:SetSpeedMultiplier(speed_multiplier)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | speed_multiplier | Required parameter | 1 is normal |
See also GetSpeedMultiplier.
Optimal

SetStanceMode
Sets the Stance Mode (standing, crouching or proning)
my_character:SetStanceMode(stance_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| StanceMode | stance_mode | Required parameter | The new Stance Mode |
See also GetStanceMode.
Optimal

SetTeam
Sets a Team which will disable damaging same Team Members
my_character:SetTeam(team)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | team | Required parameter | 0 is neutral and default |
See also GetTeam.
Optimal

SetViewMode
Sets the View Mode (first person, third person or top down)
my_character:SetViewMode(view_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| ViewMode | view_mode | Required parameter | The new View Mode |
See also GetViewMode.
Moderate

SetWeaponAimMode
Sets the Weapon's Aim Mode
my_character:SetWeaponAimMode(aim_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| AimMode | aim_mode | Required parameter | The new Weapon's Aim Mode |
See also GetWeaponAimMode.
Optimal

SetWeaponShooterMode
Sets if this Character is in Shooter Mode, in which a held Weapon is always aimed while idle or walking, is lowered while sprinting, and the aim input aims down sights instead of raising the Weapon
my_character:SetWeaponShooterMode(weapon_shooter_mode)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | weapon_shooter_mode | Required parameter | Whether this Character is in Shooter Mode, in which a held Weapon is always aimed while idle or walking, is lowered while sprinting, and the aim input aims down sights instead of raising the Weapon |
See also GetWeaponShooterMode.
Moderate

UnGrabProp
UnGrabs/Drops the Prop the Character is holding
my_character:UnGrabProp()
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/entity
| Name | Description | |
|---|---|---|
ClassRegister | Triggered when a new Class is registered with the Inheriting System | |
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 :SetValue() |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
| Name | Description | |
|---|---|---|
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 an Actor changes its network authority Player | |
NetworkAuthorityChange | Triggered when the local Player gets/loses network authority over this actor |
Inherited Damageable Events
Base Damageablescripting-reference/classes/base-classes/damageable
| Name | Description | |
|---|---|---|
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 |
Inherited Pawn Events
Base Pawnscripting-reference/classes/base-classes/pawn
| Name | Description | |
|---|---|---|
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 this Pawn is possessed by a Player | |
UnPossess | When this Pawn is unpossessed by a Player |
| Name | Description | |
|---|---|---|
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 |

Attack
Triggered when the Character effectively attacks with a Melee
Character.Subscribe("Attack", function(self, melee)
-- Attack was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Melee | melee | The Melee |

AttemptEnterVehicle
Triggered when a Character attempts to enter a vehicle
Returnfalseto prevent it
Character.Subscribe("AttemptEnterVehicle", function(self, vehicle, seat_index)
-- AttemptEnterVehicle was called
return true
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Vehicle | vehicle | The Vehicle |
| integer | seat_index | The seat it is trying to enter, 0 is the driver seat |
See also GetVehicle, EnterVehicle, EnterVehicle.

AttemptLeaveVehicle
Triggered when this Character attempts to leave a vehicle
Returnfalseto prevent it
Character.Subscribe("AttemptLeaveVehicle", function(self, vehicle)
-- AttemptLeaveVehicle was called
return true
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Vehicle | vehicle | The Vehicle |
See also LeaveVehicle, LeaveVehicle.

AttemptReload
Triggered when this Character attempts to reload
Returnfalseto prevent it
Character.Subscribe("AttemptReload", function(self, weapon)
-- AttemptReload was called
return true
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Weapon | weapon | The Weapon |

Drop
When Character drops the currently picked up Pickable
Character.Subscribe("Drop", function(self, object, triggered_by_player)
-- Drop was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Pickable | object | The Pickable being dropped |
| boolean | triggered_by_player | Whether the Player dropped it by input, instead of by scripting |

EnterVehicle
When Character enters a vehicle
Character.Subscribe("EnterVehicle", function(self, vehicle, seat_index)
-- EnterVehicle was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Vehicle | vehicle | The Vehicle |
| integer | seat_index | The seat entered, 0 is the driver seat |
See also GetVehicle, EnterVehicle, AttemptEnterVehicle.

FallingModeChange
Called when FallingMode changes
Character.Subscribe("FallingModeChange", function(self, old_state, new_state)
-- FallingModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| FallingMode | old_state | The previous Falling Mode |
| FallingMode | new_state | The new Falling Mode |

Fire
When Character fires a Weapon
Character.Subscribe("Fire", function(self, weapon)
-- Fire was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Weapon | weapon | The Weapon |

GaitModeChange
Called when GaitMode changes
Character.Subscribe("GaitModeChange", function(self, old_state, new_state)
-- GaitModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| GaitMode | old_state | The previous Gait Mode |
| GaitMode | new_state | The new Gait Mode |

GrabProp
When Character grabs up a Prop
Character.Subscribe("GrabProp", function(self, prop)
-- GrabProp was called
end)

Highlight
When Character highlights/looks at a Prop or a Pickable
Character.Subscribe("Highlight", function(self, is_highlighted, object)
-- Highlight was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| boolean | is_highlighted | Whether the object is being highlighted or not |
| Prop or Base Pickable | object | The Prop or Pickable being highlighted |

Interact
Triggered when a Character interacts with a Prop or Pickable
Returnfalseto prevent it
Character.Subscribe("Interact", function(self, object)
-- Interact was called
return true
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Prop or Base Pickable | object | The Prop or Pickable being interacted with |

LeaveVehicle
When Character leaves a vehicle
Character.Subscribe("LeaveVehicle", function(self, vehicle, seat_index)
-- LeaveVehicle was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Vehicle | vehicle | The Vehicle |
| integer | seat_index | The seat it left, 0 is the driver seat |
See also LeaveVehicle, AttemptLeaveVehicle.

PickUp
When Character picks up anything
Character.Subscribe("PickUp", function(self, object)
-- PickUp was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Base Pickable | object | The Pickable being picked up |
See also GetPicked.

PullUse
Triggered when a Character presses the use button for a Pickable (i.e. clicks left mouse button with this equipped)
Character.Subscribe("PullUse", function(self, pickable)
-- PullUse was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that used it |
| Base Pickable | pickable | The Pickable which has just been used |

Punch
When Character punches
Character.Subscribe("Punch", function(self)
-- Punch was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |

RagdollModeChange
When Character enters or leaves ragdoll
Character.Subscribe("RagdollModeChange", function(self, old_state, new_state)
-- RagdollModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| boolean | old_state | The previous boolean |
| boolean | new_state | The new boolean |

ReleaseUse
Triggered when a Character releases the use button for a Pickable (i.e. releases left mouse button with this equipped)
Character.Subscribe("ReleaseUse", function(self, pickable)
-- ReleaseUse was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that stopped using it |
| Base Pickable | pickable | The Pickable which has just stopped being used |

Reload
When Character reloads a weapon
Character.Subscribe("Reload", function(self, weapon, ammo_to_reload)
-- Reload was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| Weapon | weapon | The Weapon |
| integer | ammo_to_reload | How many bullets are being reloaded |

StanceModeChange
Called when StanceMode changes
Character.Subscribe("StanceModeChange", function(self, old_state, new_state)
-- StanceModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| StanceMode | old_state | The previous Stance Mode |
| StanceMode | new_state | The new Stance Mode |

SwimmingModeChange
Called when Swimming Mode changes
Character.Subscribe("SwimmingModeChange", function(self, old_state, new_state)
-- SwimmingModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| SwimmingMode | old_state | The previous Swimming Mode |
| SwimmingMode | new_state | The new Swimming Mode |

UnGrabProp
When Character drops a Prop
Character.Subscribe("UnGrabProp", function(self, prop)
-- UnGrabProp was called
end)

ViewModeChange
When Character changes its View Mode
Character.Subscribe("ViewModeChange", function(self, old_state, new_state)
-- ViewModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| ViewMode | old_state | The previous View Mode |
| ViewMode | new_state | The new View Mode |

WeaponAimModeChange
Called when Weapon Aim Mode changes
Character.Subscribe("WeaponAimModeChange", function(self, old_state, new_state)
-- WeaponAimModeChange was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Character | self | The Character that triggered the event |
| AimMode | old_state | The previous Aim Mode |
| AimMode | new_state | The new Aim Mode |
Male & Female Customization
The following items can be used to customize Male & Female (nanos-world::SK_Male & nanos-world::SK_Female) default meshes from nanos world.
| Morph Targets | Mat. Scalar Params | Mat. Color Params | Mat. Texture Params |
|---|---|---|---|
nose1 | BaseColorPower | LipstickTint | Texture |
nose2 | Muscular | BrowsTint | LipstickMask |
brows | Specular | BlushTint | BrowsMask |
mouth | Roughness | EyeShadowTint | BlushMask |
fat | Scatter | UnderwearTint | EyeShadowMask |
nose3 | DetailAmount | HairTint | Normal |
chin | DetailScale | Tint | NormalMuscular |
face | UnderwearRoughness | UnderwearMask | |
nose4 | UnderwearSpecular | SR | |
skinny | HairScatter | HairTexture | |
jaw | HairAlphaPower | HairSpecular | |
brows2 | HairSpecularMultiplier | HairRoughness | |
angry | HairRoughnessMultiplier | HairTangent | |
smirk | HairPixelDepth | ||
smirk2 | |||
smirk3 | |||
smile | |||
nose6 | |||
jaw_forward | |||
lips | |||
lips2 | |||
mouth_wide | |||
eyes1 | |||
eyes2 | |||
eyes3 | |||
eyes4 | |||
eyes_retraction | |||
lips3 | |||
eyes5 | |||
nose7 | |||
forehead | |||
bodyfat |
Character's Skeleton Bone Names
Full list of bones of the Character skeleton, which can be used in bone related methods such as :AttachTo() or :HideBone().
rootpelvisspine_01spine_02spine_03clavicle_lupperarm_llowerarm_lhand_lindex_01_lindex_02_lindex_03_l
middle_01_lmiddle_02_lmiddle_03_l
pinky_01_lpinky_02_lpinky_03_l
ring_01_lring_02_lring_03_l
thumb_01_lthumb_02_lthumb_03_l
weapon_l
clavicle_rupperarm_rlowerarm_rhand_rindex_01_rindex_02_rindex_03_r
middle_01_rmiddle_02_rmiddle_03_r
pinky_01_rpinky_02_rpinky_03_r
ring_01_rring_02_rring_03_r
thumb_01_rthumb_02_rthumb_03_r
weapon_r
neck_01headlefteyerighteyeleftlidupleftlidlowrightliduprightlitlow
thigh_lcalf_lfoot_lball_l
thigh_rcalf_rfoot_rball_r


