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.
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
Certaines des méthodes suivantes peuvent ne pas fonctionner sur certaines classes d'Acteur.
| 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 | Attache cet acteur à tout autre acteur, éventuellement à un os spécifique | |
Detach | Détache cet Acteur à partir de 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 | Renvoie la vitesse angulaire de cet Acteur | |
| 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 | Renvoie la masse de cet Acteur | |
| 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 | Définit le multiplicateur d'optimisation de distance de cet Acteur | ||
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 | Définit si le contour est activé sur cet acteur et quel index de contour utiliser | ||
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 |
Optimal

AddActorTag
Adds an Unreal Actor Tag to this Actor
my_actor:AddActorTag(tag)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | tag | Required parameter | The tag to add |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | angular_impulse | Required parameter | Magnitude and direction of impulse to apply. Direction is axis of rotation. In Radians |
| boolean | velocity_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | impulse | Required parameter | Magnitude and direction of impulse to apply |
| boolean | velocity_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Base Actor | other | Required parameter | Acteur à joindre |
| AttachmentRule | attachment_rule? | AttachmentRule.SnapToTarget | Comment attacher |
| string | bone_name? | | Which bone to attach to. If empty it will be attached to the Actor, otherwise to the Mesh at the bone/socket |
| float | lifespan_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 |
| boolean | use_absolute_rotation? | false | Whether to force attached object to use absolute rotation (will not follow parent) |
Returns
| Type | Description |
|---|---|
| boolean | if 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()
See also AddActorTag, RemoveActorTag.
Optimal

GetAngularForce
Gets this Actor's angular force (set by SetAngularForce())local angular_force = my_actor:GetAngularForce()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's angular force |
See also SetAngularForce.
Optimal

GetAngularVelocity
Renvoie la vitesse angulaire de cet Acteur
local angular_velocity = my_actor:GetAngularVelocity()
Returns
| Type | Description |
|---|---|
| float | Angular velocity of this Actor |
Moderate

GetAttachedEntities
Gets all Actors attached to this Actor
local ret = my_actor:GetAttachedEntities(recursively?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | recursively? | false | Renvoie également les acteurs attachés aux acteurs attachés |
Returns
| Type | Description |
|---|---|
| table of Base Actor | All Actors attached to this Actor |
Optimal

GetAttachedTo
Gets the Actor this Actor is attached to
local ret = my_actor:GetAttachedTo()
Returns
| Type | Description |
|---|---|
| Base Actor or nil | Actor this Actor is attached to |
Optimal

GetAttachedToSocket
Gets the bone or socket name this Actor is attached to
local ret = my_actor:GetAttachedToSocket()
Returns
| Type | Description |
|---|---|
| string | The bone or socket name, or an empty string if not attached to a bone |
Moderate

GetBounds
Gets this Actor's bounds, useful to know its size in the world
local ret = my_actor:GetBounds()
Returns
| Type | Description |
|---|---|
| table | This Actor's bounds with this format |
Optimal

GetCollision
Gets this Actor's collision type
local collision_type = my_actor:GetCollision()
Returns
| Type | Description |
|---|---|
| CollisionType | This Actor's collision type |
See also SetCollision.
Optimal

GetDimension
Gets this Actor's dimension
local dimension = my_actor:GetDimension()
Returns
| Type | Description |
|---|---|
| integer | This Actor's dimension |
See also SetDimension, DimensionChange.
Optimal

GetDistanceFromCamera
Gets the distance of this Actor from the Camera
local ret = my_actor:GetDistanceFromCamera()
Returns
| Type | Description |
|---|---|
| float | Distance of this Actor from the Camera |
Optimal

GetForce
Gets this Actor's force (set by SetForce())local force = my_actor:GetForce()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's force |
See also SetForce.
Optimal

GetLifeSpan
Gets the time (in seconds) left before this Actor is destroyed
local ret = my_actor:GetLifeSpan()
Returns
| Type | Description |
|---|---|
| float | Seconds before being destroyed |
See also SetLifeSpan.
Optimal

GetLocation
Gets this Actor's location in the game world
local location = my_actor:GetLocation()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's location in the game world |
See also SetLocation.
Optimal

GetMass
Renvoie la masse de cet Acteur
local mass = my_actor:GetMass()
Returns
| Type | Description |
|---|---|
| float | Mass of this Actor |
Optimal

GetNetworkAuthority
Gets this Actor's Network Authority Player
local ret = my_actor:GetNetworkAuthority()
See also SetNetworkAuthority.
Optimal

GetRelativeLocation
Gets this Actor's Relative Location if it's attached
local relative_location = my_actor:GetRelativeLocation()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's Relative Location if it's attached |
See also SetRelativeLocation.
Optimal

GetRelativeRotation
Gets this Actor's Relative Rotation if it's attached
local relative_rotation = my_actor:GetRelativeRotation()
Returns
| Type | Description |
|---|---|
| Rotator | This Actor's Relative Rotation if it's attached |
See also SetRelativeRotation.
Optimal

GetRotation
Gets this Actor's angle in the game world
local rotation = my_actor:GetRotation()
Returns
| Type | Description |
|---|---|
| Rotator | This Actor's angle in the game world |
See also SetRotation.
Optimal

GetScale
Gets this Actor's scale
local scale = my_actor:GetScale()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's scale |
See also SetScale.
Optimal

GetScreenPercentage
Gets the percentage of this Actor size in the screen
local ret = my_actor:GetScreenPercentage()
Returns
| Type | Description |
|---|---|
| float | Percentage of this Actor size in the screen |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | socket_name | Required parameter | Name of the socket |
| string | attachable_id? | | The attachable ID (set with AddSkeletalMeshAttached or AddStaticMeshAttached) to read the Socket from. Pass empty to read from the main mesh |
Returns
| Type | Description |
|---|---|
| table | Socket Transform in world space given a bone or socket name with this format |
Optimal

GetVelocity
Gets this Actor's current velocity
local velocity = my_actor:GetVelocity()
Returns
| Type | Description |
|---|---|
| Vector | This Actor's current velocity |
Optimal

HasNetworkAuthority
Returns true if the local Player is currently the Network Authority of this Actor
local has_network_authority = my_actor:HasNetworkAuthority()
Returns
| Type | Description |
|---|---|
| boolean | Whether the local Player is currently the Network Authority of this Actor |
Optimal

IsGravityEnabled
Returns true if gravity is enabled on this Actor
local gravity_enabled = my_actor:IsGravityEnabled()
Returns
| Type | Description |
|---|---|
| boolean | Whether gravity is enabled on this Actor |
See also SetGravityEnabled.
Optimal

IsInWater
Returns true if this Actor is in water. Only Actors that simulate physics work for this function, such asProp,Vehicle,PickablesandCharacteronly.
local in_water = my_actor:IsInWater()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Actor is in water |
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
| Type | Description |
|---|---|
| boolean | Whether this Actor is currently network distributed |
See also SetNetworkAuthorityAutoDistributed, SetNetworkAuthority.
Optimal

IsVisible
Returns true if this Actor is visible
local is_visible = my_actor:IsVisible()
Returns
| Type | Description |
|---|---|
| boolean | Whether this Actor is visible |
Optimal

RemoveActorTag
Removes an Unreal Actor Tag from this Actor
my_actor:RemoveActorTag(tag)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | tag | Required parameter | The tag to remove |
See also AddActorTag, GetActorTags.
Optimal

RotateTo
Smoothly rotates this actor to an angle over a certain time
my_actor:RotateTo(rotation, time, exp?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | rotation | Required parameter | The target rotation |
| float | time | Required parameter | Time to interpolate from current location to target location |
| float | exp? | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | angular_force | Required parameter | The angular force to apply every frame |
See also GetAngularForce.
Moderate

SetCastShadow
Sets this Actor's to cast shadows or not
my_actor:SetCastShadow(cast_shadow)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | cast_shadow | Required parameter | The new to cast shadows or not |
Optimal

SetCollision
Sets this Actor's collision type
my_actor:SetCollision(collision_type)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| CollisionType | collision_type | Required parameter | The new collision type |
See also GetCollision.
Moderate

SetDimension
Sets this Actor's Dimension. Actors only see and interact with entities in the same Dimension
my_actor:SetDimension(dimension)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | dimension | Required parameter | The new Dimension |
See also GetDimension, DimensionChange.
Optimal

SetDistanceOptimizationMultiplier
Définit le multiplicateur d'optimisation de distance de cet Actor.
Une valeur de 0 désactive l'optimisation. Les valeurs inférieures à 1 diminuent l'effet, tandis que les valeurs supérieures à 1 l'augmentent
my_actor:SetDistanceOptimizationMultiplier(multiplier)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | multiplier | Required parameter | The new distance optimization multiplier |
Optimal

SetForce
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
my_actor:SetForce(force, is_local?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | force | Required parameter | The force to apply every frame |
| boolean | is_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | gravity_enabled | Required parameter | Whether gravity is enabled on this Actor |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_enabled | Required parameter | Whether the highlight is enabled |
| integer | index? | 0 | Index to use (should be 0, 1 or 2) |
See also Client.SetHighlightColor().
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | seconds | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | The new location in the game world |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Player | player? | 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 when idle
Please refer to Network Authority for more information
my_actor:SetNetworkAuthorityAutoDistributed(auto_distribute)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | auto_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_enabled | Required parameter | Whether the outline is enabled |
| integer | index? | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | relative_location | Required parameter | The new relative location in local space |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | relative_rotation | Required parameter | The new relative rotation in local space |
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
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | max_distance | Required parameter | The new render cull distance |
Moderate

SetRotation
Sets this Actor's rotation in the game world
my_actor:SetRotation(rotation)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | rotation | Required parameter | The new rotation in the game world |
See also GetRotation.
Slow

SetScale
Sets this Actor's scale
my_actor:SetScale(scale)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | scale | Required parameter | The new scale |
See also GetScale.
Optimal

SetVisibility
Sets whether the actor is visible or not
my_actor:SetVisibility(is_visible)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_visible | Required parameter | Whether the actor is visible or not |
Optimal

TranslateTo
Smoothly moves this actor to a location over a certain time
my_actor:TranslateTo(location, time, exp?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | The target location |
| float | time | Required parameter | Time to interpolate from current location to target location |
| float | exp? | 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
| Type | Description |
|---|---|
| boolean | Whether this Actor was recently rendered on screen |
🚀 Événements
| Name | Description | |
|---|---|---|
DimensionChange | Déclenché lorsqu'un Actor change de dimension | |
EnterWater | Triggered when an Actor enters a water body | |
LeaveWater | Triggered when an Actor leaves a water body | |
NetworkAuthorityChange | Déclenché lorsqu'un Acteur modifie son autorité sur le réseau | |
NetworkAuthorityChange | Déclenché 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
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | The Actor that triggered the event |
| integer | old_dimension | The previous dimension |
| integer | new_dimension | The new dimension |
See also SetDimension, GetDimension.

EnterWater
Triggered when an Actor enters a water body. Only Actors that simulate physics trigger this event, such asProp,Vehicle,PickablesandCharacteronly.
<AnyActorClass>.Subscribe("EnterWater", function(self)
-- EnterWater was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | The Actor that triggered the event |
See also IsInWater.

LeaveWater
Triggered when an Actor leaves a water body. Only Actors that simulate physics trigger this event, such asProp,Vehicle,PickablesandCharacteronly.
<AnyActorClass>.Subscribe("LeaveWater", function(self)
-- LeaveWater was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | The Actor that triggered the event |
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
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | The Actor that triggered the event |
| Player or nil | old_network_authority | L'ancien joueur d'autorité de réseau, le cas échéant |
| Player or nil | new_network_authority | Le 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
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | The Actor that triggered the event |
| boolean | is_network_authority | Si le joueur local est l'autorité réseau de cet Acteur |
See also SetNetworkAuthority, GetNetworkAuthority.


