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Version: latest - a1.169.2 ⚖️

Base Actor

An Actor is an object which can be spawned and destroyed through Lua.
Actors support 3D transformations such as translation (location), rotation, and scale.

An Actor is the base for several entities, and all those entities share the same Methods and Events described in this page.

👪Base Class🧑‍💻API Source
👪Base Class
This is a Base Class, an abstract definition that shares common methods and events with it's child classes. You cannot spawn it, and you cannot call anything on the Base Class name itself. Use any class that inherits it.

Classes that share methods and events from this Base Class: Billboard, Blueprint, Cable, Character, CharacterSimple, Decal, Gizmo, Grenade, InstancedStaticMesh, Light, Melee, Particle, Prop, SceneCapture, StaticMesh, Sound, TextRender, Text3D, Trigger, VehicleWheeled, VehicleWater, Weapon, Widget3D.

🦠 Fonctions​

attention

Certaines des méthodes suivantes peuvent ne pas fonctionner sur certaines classes d'Acteur.

ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddAngularImpulseAdd an angular impulse to this Actor. Good for one time instant burst
AddImpulseAdd an impulse to this Actor. Good for one time instant burst
booleanAttachToAttache cet acteur à tout autre acteur, éventuellement à un os spécifique
DetachDétache cet Acteur à partir de AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
VectorGetAngularForceGets this Actor's angular force (set by SetAngularForce())
floatGetAngularVelocityRenvoie la vitesse angulaire de cet Acteur
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
stringGetAttachedToSocketRécupère le nom du bone ou du socket auquel l'acteur concerné est attaché
tableGetBoundsObtient les limites englobantes de l'acteur concerné, utile pour connaître sa taille dans le monde
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
floatGetLifeSpanDéfinit le temps (en secondes) avant que l'acteur concerné soit détruit
VectorGetLocationGets this Actor's location in the game world
floatGetMassRenvoie la masse de cet Acteur
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
tableGetSocketTransformGets a Socket Transform in world space given a bone or socket name
VectorGetVelocityGets this Actor's current velocity
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsImpulseOnDamageRenvoie true si les dégâts subis exercent une poussée sur le corps physique de l'acteur concerné
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
ResetVelocityResets this Actor's linear and angular velocities to zero
RotateRelativeToFait pivoter progressivement l'acteur attaché jusqu’à un angle relatif à son parent, sur une durée définie
RotateToSmoothly rotates this actor to an angle over a certain time
SetAngularForceAdds a permanent angular force to this Actor, set to Vector(0, 0, 0) to cancel
SetCastShadowSets this Actor's to cast shadows or not
SetCollisionSets this Actor's collision type
SetDimensionDéfinit la dimension de l'acteur concerné. Les acteurs ne peuvent voir et interagir qu’avec les entités appartenant à la même dimension
SetDistanceOptimizationMultiplierDéfinit le multiplicateur d'optimisation de distance de cet Acteur
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetImpulseOnDamageDéfinit si les dégâts subis (tirs, attaques au corps à corps, explosions) provoquent une poussée sur le corps physique de cet acteur
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
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledDéfinit si le contour est activé sur cet acteur et quel index de contour utiliser
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)
SetRenderCullDistanceSets this Actor's render cull distance
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateRelativeToFait bouger progressivement l'acteur attaché jusqu’à une position relatif à son parent, sur une durée définie
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen

Optimal

AddActorTag​

Adds an Unreal Actor Tag to this Actor
my_actor:AddActorTag(tag)

Parameters

TypeParameterDefaultDescription
stringtag Required parameter Le tag à ajouter

See also RemoveActorTag, GetActorTags.


Optimal

AddAngularImpulse​

Add an angular impulse to this Actor. Good for one time instant burst
my_actor:AddAngularImpulse(angular_impulse, velocity_change?)

Parameters

TypeParameterDefaultDescription
Vectorangular_impulse Required parameter Magnitude and direction of impulse to apply. Direction is axis of rotation. In Radians
booleanvelocity_change?false
Ignorer ou non la masse

Optimal

AddImpulse​

Add an impulse to this Actor. Good for one time instant burst
my_actor:AddImpulse(impulse, velocity_change?)

Parameters

TypeParameterDefaultDescription
Vectorimpulse Required parameter Magnitude and direction of impulse to apply
booleanvelocity_change?false
Ignorer ou non la masse

Moderate

AttachTo​

Attache cet acteur à tout autre acteur, éventuellement à un os spécifique
local attached_successfully = my_actor:AttachTo(other, attachment_rule?, bone_name?, lifespan_when_detached?, use_absolute_rotation?)

Parameters

TypeParameterDefaultDescription
Base Actorother Required parameter Acteur à joindre
AttachmentRuleattachment_rule?AttachmentRule.SnapToTarget
Comment attacher
stringbone_name?
Which bone to attach to. If empty it will be attached to the Actor, otherwise to the Mesh at the bone/socket
floatlifespan_when_detached?-1
Seconds before destroying this Actor when detached, setting it to 0 will automatically destroy this actor when detached, setting it to 10 will destroy this after 10 seconds when detached
booleanuse_absolute_rotation?false
Whether to force attached object to use absolute rotation (will not follow parent)

Returns

TypeDescription
booleanif it was attached successfully

Optimal

Detach​

Détache cet Acteur à partir de AttachedTo Actor
my_actor:Detach()

Moderate

GetActorTags​

Gets all Unreal Actor Tags on this Actor
local ret = my_actor:GetActorTags()

Returns

TypeDescription
table of stringTous les tags d'acteur Unreal présents sur l'acteur concerné

See also AddActorTag, RemoveActorTag.


Optimal

GetAngularForce​

Gets this Actor's angular force (set by SetAngularForce())
local angular_force = my_actor:GetAngularForce()

Returns

TypeDescription
VectorLa force angulaire de l'acteur concerné

See also SetAngularForce.


Optimal

GetAngularVelocity​

Renvoie la vitesse angulaire de cet Acteur
local angular_velocity = my_actor:GetAngularVelocity()

Returns

TypeDescription
floatVitesse angulaire de l'acteur concerné

Moderate

GetAttachedEntities​

Gets all Actors attached to this Actor
local ret = my_actor:GetAttachedEntities(recursively?)

Parameters

TypeParameterDefaultDescription
booleanrecursively?false
Renvoie également les acteurs attachés aux acteurs attachés

Returns

TypeDescription
table of Base ActorTous les acteurs attachés à l'acteur concerné

Optimal

GetAttachedTo​

Gets the Actor this Actor is attached to
local ret = my_actor:GetAttachedTo()

Returns

TypeDescription
Base Actor or nilL’acteur auquel l'acteur concerné est attaché

Optimal

GetAttachedToSocket​

Récupère le nom du bone ou du socket auquel l'acteur concerné est attaché
local ret = my_actor:GetAttachedToSocket()

Returns

TypeDescription
stringLe nom du bone ou du Socket, ou une chaîne de caractère vide si l’acteur n’est pas attaché à un bone

Moderate

GetBounds​

Obtient les limites englobantes de l'acteur concerné, utile pour connaître sa taille dans le monde
local ret = my_actor:GetBounds()

Returns

TypeDescription
tableLes limites englobantes de l'acteur concerné with this format

Optimal

GetCollision​

Gets this Actor's collision type
local collision_type = my_actor:GetCollision()

Returns

TypeDescription
CollisionTypeDéfinit le type de collision de l'acteur concerné

See also SetCollision.


Optimal

GetDimension​

Gets this Actor's dimension
local dimension = my_actor:GetDimension()

Returns

TypeDescription
integerDimension de l'acteur concerné

See also SetDimension, DimensionChange.


Optimal

GetDistanceFromCamera​

Gets the distance of this Actor from the Camera
local ret = my_actor:GetDistanceFromCamera()

Returns

TypeDescription
floatDistance de l'acteur concerné par rapport à la caméra

Optimal

GetForce​

Gets this Actor's force (set by SetForce())
local force = my_actor:GetForce()

Returns

TypeDescription
VectorForce de l'acteur concerné

See also SetForce.


Optimal

GetLifeSpan​

Définit le temps (en secondes) avant que l'acteur concerné soit détruit
local ret = my_actor:GetLifeSpan()

Returns

TypeDescription
floatSeconds before being destroyed

See also SetLifeSpan.


Optimal

GetLocation​

Gets this Actor's location in the game world
local location = my_actor:GetLocation()

Returns

TypeDescription
VectorEmplacement de l'acteur concerné dans le monde du jeu

See also SetLocation.


Optimal

GetMass​

Renvoie la masse de cet Acteur
local mass = my_actor:GetMass()

Returns

TypeDescription
floatMasse de l'acteur concerné

Optimal

GetNetworkAuthority​

Gets this Actor's Network Authority Player
local ret = my_actor:GetNetworkAuthority()

Returns

TypeDescription
Player or nilLe joueur ayant l’autorité réseau sur l'acteur concerné

See also SetNetworkAuthority.


Optimal

GetRelativeLocation​

Gets this Actor's Relative Location if it's attached
local relative_location = my_actor:GetRelativeLocation()

Returns

TypeDescription
VectorL'emplacement relatif de l'acteur concerné s'il est attaché

See also SetRelativeLocation.


Optimal

GetRelativeRotation​

Gets this Actor's Relative Rotation if it's attached
local relative_rotation = my_actor:GetRelativeRotation()

Returns

TypeDescription
RotatorLa rotation relative de l'acteur concerné si elle est attachée

See also SetRelativeRotation.


Optimal

GetRotation​

Gets this Actor's angle in the game world
local rotation = my_actor:GetRotation()

Returns

TypeDescription
RotatorL'angle de l'acteur concerné dans le monde du jeu

See also SetRotation.


Optimal

GetScale​

Gets this Actor's scale
local scale = my_actor:GetScale()

Returns

TypeDescription
VectorÉchelle de l'acteur concerné

See also SetScale.


Optimal

GetScreenPercentage​

Gets the percentage of this Actor size in the screen
local ret = my_actor:GetScreenPercentage()

Returns

TypeDescription
floatPourcentage de l’écran occupé par cet acteur

Moderate

GetSocketTransform​

Gets a Socket Transform in world space given a bone or socket name
local ret = my_actor:GetSocketTransform(socket_name, attachable_id?)

Parameters

TypeParameterDefaultDescription
stringsocket_name Required parameter Nom du socket
stringattachable_id?
L’identifiant de l’élément attachable (défini avec AddSkeletalMeshAttached ou AddStaticMeshAttached) à partir duquel récupérer le socket. Laissez vide pour utiliser le maillage principal

Returns

TypeDescription
tableTransformation du socket dans l’espace global, à partir du nom d’un bone ou d’un socket with this format

Optimal

GetVelocity​

Gets this Actor's current velocity
local velocity = my_actor:GetVelocity()

Returns

TypeDescription
VectorVitesse actuelle de l'acteur concerné

Optimal

HasNetworkAuthority​

Returns true if the local Player is currently the Network Authority of this Actor
local has_network_authority = my_actor:HasNetworkAuthority()

Returns

TypeDescription
booleanIndique si le joueur local possède actuellement l’autorité réseau sur l'acteur concerné

Optimal

IsGravityEnabled​

Returns true if gravity is enabled on this Actor
local gravity_enabled = my_actor:IsGravityEnabled()

Returns

TypeDescription
booleanIndique si la gravité est activée sur l'acteur concerné

See also SetGravityEnabled.


Optimal

IsImpulseOnDamage​

Renvoie true si les dégâts subis exercent une poussée sur le corps physique de l'acteur concerné
local impulse_on_damage = my_actor:IsImpulseOnDamage()

Returns

TypeDescription
booleanIndique si les dégâts subis provoquent une poussée sur l'acteur concerné

See also SetImpulseOnDamage.


Optimal

IsInWater​

Returns true if this Actor is in water.

Only Actors that simulate physics work for this function, such as Prop, Vehicle, Pickables and Character only.
local in_water = my_actor:IsInWater()

Returns

TypeDescription
booleanIndique si l'acteur concerné est dans l'eau

Optimal

IsNetworkDistributed​

Returns true if this Actor is currently network distributed.

Only actors being network distributed can have their network authority set
Entities have NetworkDistributed automatically disabled when: Attached, Possessed, Grabbed, Picked Up or Driving
local ret = my_actor:IsNetworkDistributed()

Returns

TypeDescription
booleanIndique si l'acteur concerné est actuellement distribué sur le réseau

See also SetNetworkAuthorityAutoDistributed, SetNetworkAuthority.


Optimal

IsVisible​

Returns true if this Actor is visible
local is_visible = my_actor:IsVisible()

Returns

TypeDescription
boolean Indique si l'acteur concerné est visible

Optimal

RemoveActorTag​

Removes an Unreal Actor Tag from this Actor
my_actor:RemoveActorTag(tag)

Parameters

TypeParameterDefaultDescription
stringtag Required parameter Le tag à supprimer

See also AddActorTag, GetActorTags.


Optimal

ResetVelocity​

Resets this Actor's linear and angular velocities to zero.

For Pawns, also resets the character movement velocity.
my_actor:ResetVelocity()

Optimal

RotateRelativeTo​

Smoothly rotates this attached actor to an angle relative to its parent over a certain time.

Like SetRelativeRotation, it keeps following the parent while it rotates. It can only be used while the actor is attached, and it is cancelled if the actor gets attached to something else or detached
my_actor:RotateRelativeTo(relative_rotation, time, exp?)

Parameters

TypeParameterDefaultDescription
Rotatorrelative_rotation Required parameter La rotation cible, relative à l’acteur parent
floattime Required parameter Time to interpolate from current location to target location
floatexp?0
Exponent used to smooth interpolation. Use 0 for linear movement

Optimal

RotateTo​

Smoothly rotates this actor to an angle over a certain time.

It can't be used while the actor is attached, grabbed, picked or in a vehicle. Use RotateRelativeTo for attached actors
my_actor:RotateTo(rotation, time, exp?)

Parameters

TypeParameterDefaultDescription
Rotatorrotation Required parameter La rotation cible
floattime Required parameter Time to interpolate from current location to target location
floatexp?0
Exponent used to smooth interpolation. Use 0 for linear movement

Optimal

SetAngularForce​

Adds a permanent angular force to this Actor, set to Vector(0, 0, 0) to cancel
my_actor:SetAngularForce(angular_force)

Parameters

TypeParameterDefaultDescription
Vectorangular_force Required parameter La force angulaire à appliquer à chaque image

See also GetAngularForce.


Moderate

SetCastShadow​

Sets this Actor's to cast shadows or not
my_actor:SetCastShadow(cast_shadow)

Parameters

TypeParameterDefaultDescription
booleancast_shadow Required parameter Indique si cet acteur doit désormais projeter des ombres ou non

Optimal

SetCollision​

Sets this Actor's collision type
my_actor:SetCollision(collision_type)

Parameters

TypeParameterDefaultDescription
CollisionTypecollision_type Required parameter Le nouveau type de collision

See also GetCollision.


Moderate

SetDimension​

Définit la dimension de l'acteur concerné. Les acteurs ne peuvent voir et interagir qu’avec les entités appartenant à la même dimension
my_actor:SetDimension(dimension)

Parameters

TypeParameterDefaultDescription
integerdimension Required parameter La nouvelle dimension

See also GetDimension, DimensionChange.


Optimal

SetDistanceOptimizationMultiplier​

Sets this Actor's distance optimization multiplier.

A value of 0 disables optimization. Values under 1 decrease the effect, while values over 1 increase it
my_actor:SetDistanceOptimizationMultiplier(multiplier)

Parameters

TypeParameterDefaultDescription
floatmultiplier Required parameter Le nouveau multiplicateur d’optimisation de la distance

Optimal

SetForce​

Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
my_actor:SetForce(force, is_local?)

Parameters

TypeParameterDefaultDescription
Vectorforce Required parameter La force à appliquer à chaque image
booleanis_local?true
Whether to apply the force in local space

See also GetForce.


Optimal

SetGravityEnabled​

Sets whether gravity is enabled on this Actor
my_actor:SetGravityEnabled(gravity_enabled)

Parameters

TypeParameterDefaultDescription
booleangravity_enabled Required parameter Indique si la gravité est activée sur l'acteur concerné

See also IsGravityEnabled.


Optimal

SetHighlightEnabled​

Sets whether the highlight is enabled on this Actor, and which highlight index to use.

This will apply the highlight on every attached entity too
my_actor:SetHighlightEnabled(is_enabled, index?)

Parameters

TypeParameterDefaultDescription
booleanis_enabled Required parameter Indique si la surbrillance est activé
integerindex?0
Index to use (should be 0, 1 or 2)

See also Client.SetHighlightColor().


Optimal

SetImpulseOnDamage​

Sets whether taking damage (shots, melee, explosions) pushes this Actor's physics body.

Useful for things that should react to shots without being knocked around, like a shooting target that still falls with gravity and can be moved by other means. Enabled by default
my_actor:SetImpulseOnDamage(impulse_on_damage)

Parameters

TypeParameterDefaultDescription
booleanimpulse_on_damage Required parameter Indique si les dégâts subis provoquent une poussée sur l'acteur concerné

See also IsImpulseOnDamage.


Optimal

SetLifeSpan​

Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
my_actor:SetLifeSpan(seconds)

Parameters

TypeParameterDefaultDescription
floatseconds Required parameter Seconds before being destroyed

See also GetLifeSpan.


Moderate

SetLocation​

Sets this Actor's location in the game world
my_actor:SetLocation(location)

Parameters

TypeParameterDefaultDescription
Vectorlocation Required parameter La nouvelle position dans le monde du jeu

See also GetLocation.


Moderate

SetNetworkAuthority​

Sets the Player to have network authority over this Actor.

This Player will be manually assigned to handle this Actor's physics and share its location with other clients. The authority assignment will still be overridden by the game automatically

Please refer to Network Authority for more information
my_actor:SetNetworkAuthority(player?)

Parameters

TypeParameterDefaultDescription
Playerplayer?nil
New player which will assume the Network Authority of this Actor

See also SetNetworkAuthorityAutoDistributed, IsNetworkDistributed, GetNetworkAuthority, NetworkAuthorityChange.


Optimal

SetNetworkAuthorityAutoDistributed​

Sets if this Actor will auto distribute the network authority between players.

It only happens while the Actor is idle.

Please refer to Network Authority for more information
my_actor:SetNetworkAuthorityAutoDistributed(auto_distribute)

Parameters

TypeParameterDefaultDescription
booleanauto_distribute Required parameter If this Actor will be auto network distributed

See also SetNetworkAuthority, IsNetworkDistributed.


Optimal

SetOutlineEnabled​

Sets whether the outline is enabled on this Actor, and which outline index to use.

This will apply the outline on every attached entity too
my_actor:SetOutlineEnabled(is_enabled, index?)

Parameters

TypeParameterDefaultDescription
booleanis_enabled Required parameter Indique si le contour est activé
integerindex?0
Index to use (should be 0, 1 or 2)

See also Client.SetOutlineColor().


Moderate

SetRelativeLocation​

Sets this Actor's relative location in local space (only if this actor is attached)
my_actor:SetRelativeLocation(relative_location)

Parameters

TypeParameterDefaultDescription
Vectorrelative_location Required parameter La nouvelle position relative dans l’espace local

See also GetRelativeLocation.


Moderate

SetRelativeRotation​

Sets this Actor's relative rotation in local space (only if this actor is attached)
my_actor:SetRelativeRotation(relative_rotation)

Parameters

TypeParameterDefaultDescription
Rotatorrelative_rotation Required parameter La nouvelle rotation relative dans l’espace local

See also GetRelativeRotation.


Moderate

SetRenderCullDistance​

Sets this Actor's render cull distance.

Note: this will only affect the rendering distance, the entity will still be spawned and synced normally regardless of this distance
my_actor:SetRenderCullDistance(max_distance)

Parameters

TypeParameterDefaultDescription
integermax_distance Required parameter La nouvelle distance maximale de rendu

Moderate

SetRotation​

Sets this Actor's rotation in the game world
my_actor:SetRotation(rotation)

Parameters

TypeParameterDefaultDescription
Rotatorrotation Required parameter La nouvelle rotation dans le monde du jeu

See also GetRotation.


Slow

SetScale​

Sets this Actor's scale
my_actor:SetScale(scale)

Parameters

TypeParameterDefaultDescription
Vectorscale Required parameter La nouvelle échelle

See also GetScale.


Optimal

SetVisibility​

Sets whether the actor is visible or not
my_actor:SetVisibility(is_visible)

Parameters

TypeParameterDefaultDescription
booleanis_visible Required parameter Indique si l'acteur concerné est visible ou pas

Optimal

TranslateRelativeTo​

Smoothly moves this attached actor to a location relative to its parent over a certain time.

Like SetRelativeLocation, it keeps following the parent while it moves. It can only be used while the actor is attached, and it is cancelled if the actor gets attached to something else or detached
my_actor:TranslateRelativeTo(relative_location, time, exp?)

Parameters

TypeParameterDefaultDescription
Vectorrelative_location Required parameter La position cible, relative à l’acteur parent
floattime Required parameter Time to interpolate from current location to target location
floatexp?0
Exponent used to smooth interpolation. Use 0 for linear movement

Optimal

TranslateTo​

Smoothly moves this actor to a location over a certain time.

It can't be used while the actor is attached, grabbed, picked or in a vehicle. Use TranslateRelativeTo for attached actors
my_actor:TranslateTo(location, time, exp?)

Parameters

TypeParameterDefaultDescription
Vectorlocation Required parameter La position cible
floattime Required parameter Time to interpolate from current location to target location
floatexp?0
Exponent used to smooth interpolation. Use 0 for linear movement

Moderate

WasRecentlyRendered​

Gets if this Actor was recently rendered on screen
local ret = my_actor:WasRecentlyRendered()

Returns

TypeDescription
booleanIndique si cet acteur a récemment été affiché à l’écran

🚀 Événements​

NameDescription
DimensionChangeDéclenché lorsqu'un Actor change de dimension
EnterWaterDéclenché lorsqu’un acteur entre dans une étendue d’eau
LeaveWaterDéclenché lorsqu’un acteur quitte une étendue d’eau
NetworkAuthorityChangeDéclenché lorsqu'un Acteur modifie son autorité sur le réseau
NetworkAuthorityChangeDéclenché lorsque le joueur local gagne/perd l'autorité du réseau sur cet Acteur

DimensionChange​

Déclenché lorsqu'un Actor change de dimension
<AnyActorClass>.Subscribe("DimensionChange", function(self, old_dimension, new_dimension)
-- DimensionChange was called
end)

Arguments

TypeArgumentDescription
Base ActorselfL’acteur ayant déclenché l’événement
integerold_dimensionThe previous dimension
integernew_dimensionThe new dimension

See also SetDimension, GetDimension.


EnterWater​

Triggered when an Actor enters a water body.

Only Actors that simulate physics trigger this event, such as Prop, Vehicle, Pickables and Character only.
<AnyActorClass>.Subscribe("EnterWater", function(self)
-- EnterWater was called
end)

Arguments

TypeArgumentDescription
Base ActorselfL’acteur ayant déclenché l’événement

See also IsInWater.


LeaveWater​

Triggered when an Actor leaves a water body.

Only Actors that simulate physics trigger this event, such as Prop, Vehicle, Pickables and Character only.
<AnyActorClass>.Subscribe("LeaveWater", function(self)
-- LeaveWater was called
end)

Arguments

TypeArgumentDescription
Base ActorselfL’acteur ayant déclenché l’événement

See also IsInWater.


NetworkAuthorityChange​

Déclenché lorsqu'un Acteur modifie son autorité sur le réseau
<AnyActorClass>.Subscribe("NetworkAuthorityChange", function(self, old_network_authority, new_network_authority)
-- NetworkAuthorityChange was called
end)

Arguments

TypeArgumentDescription
Base ActorselfL’acteur ayant déclenché l’événement
Player or nilold_network_authorityL'ancien joueur d'autorité de réseau, le cas échéant
Player or nilnew_network_authorityLe nouveau joueur d'autorité de réseau, s'il y en a

See also SetNetworkAuthority, GetNetworkAuthority.


NetworkAuthorityChange​

Déclenché lorsque le joueur local gagne/perd l'autorité du réseau sur cet Acteur
<AnyActorClass>.Subscribe("NetworkAuthorityChange", function(self, is_network_authority)
-- NetworkAuthorityChange was called
end)

Arguments

TypeArgumentDescription
Base ActorselfL’acteur ayant déclenché l’événement
booleanis_network_authoritySi le joueur local est l'autorité réseau de cet Acteur

See also SetNetworkAuthority, GetNetworkAuthority.