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 | Récupère le nom du bone ou du socket auquel l'acteur concerné est attaché | |
| table | GetBounds | Obtient les limites englobantes de l'acteur concerné, utile pour connaître sa taille dans le monde | |
| 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 | Définit le temps (en secondes) avant que l'acteur concerné soit détruit | |
| 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 | IsImpulseOnDamage | Renvoie true si les dégâts subis exercent une poussée sur le corps physique de l'acteur concerné | |
| 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 | ||
ResetVelocity | Resets this Actor's linear and angular velocities to zero | ||
RotateRelativeTo | Fait pivoter progressivement l'acteur attaché jusqu’à un angle relatif à son parent, sur une durée définie | ||
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 | Définit la dimension de l'acteur concerné. Les acteurs ne peuvent voir et interagir qu’avec les entités appartenant à la même 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 | ||
SetImpulseOnDamage | Définit si les dégâts subis (tirs, attaques au corps à corps, explosions) provoquent une poussée sur le corps physique de cet acteur | ||
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 | ||
TranslateRelativeTo | Fait bouger progressivement l'acteur attaché jusqu’à une position relatif à son parent, sur une durée définie | ||
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 | 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
| 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 | La 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
| Type | Description |
|---|---|
| float | Vitesse angulaire de l'acteur concerné |
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 | Tous les acteurs attachés à l'acteur concerné |
Optimal

GetAttachedTo
Gets the Actor this Actor is attached to
local ret = my_actor:GetAttachedTo()
Returns
| Type | Description |
|---|---|
| Base Actor or nil | L’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
| Type | Description |
|---|---|
| string | Le 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
| Type | Description |
|---|---|
| table | Les limites englobantes de l'acteur concerné with this format |
Optimal

GetCollision
Gets this Actor's collision type
local collision_type = my_actor:GetCollision()
Returns
| Type | Description |
|---|---|
| CollisionType | Définit le type de collision de l'acteur concerné |
See also SetCollision.
Optimal

GetDimension
Gets this Actor's dimension
local dimension = my_actor:GetDimension()
Returns
| Type | Description |
|---|---|
| integer | Dimension 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
| Type | Description |
|---|---|
| float | Distance 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
| Type | Description |
|---|---|
| Vector | Force 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
| 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 | Emplacement 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
| Type | Description |
|---|---|
| float | Masse de l'acteur concerné |
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 | L'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
| Type | Description |
|---|---|
| Rotator | La 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
| Type | Description |
|---|---|
| Rotator | L'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
| Type | Description |
|---|---|
| Vector | Échelle 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
| Type | Description |
|---|---|
| float | Pourcentage 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | socket_name | Required parameter | Nom du socket |
| string | attachable_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
| Type | Description |
|---|---|
| table | Transformation 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
| Type | Description |
|---|---|
| Vector | Vitesse 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
| Type | Description |
|---|---|
| boolean | Indique 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
| Type | Description |
|---|---|
| boolean | Indique 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 concernélocal impulse_on_damage = my_actor:IsImpulseOnDamage()
Returns
| Type | Description |
|---|---|
| boolean | Indique 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 asProp,Vehicle,PickablesandCharacteronly.
local in_water = my_actor:IsInWater()
Returns
| Type | Description |
|---|---|
| boolean | Indique 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
| Type | Description |
|---|---|
| boolean | Indique 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
| Type | Description |
|---|---|
| boolean | Indique si l'acteur concerné est visible |
Optimal

RemoveActorTag
Removes an Unreal Actor Tag from this Actor
my_actor:RemoveActorTag(tag)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| string | tag | 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.
LikeSetRelativeRotation, 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | relative_rotation | Required parameter | La rotation cible, relative à l’acteur parent |
| 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

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. UseRotateRelativeTofor attached actors
my_actor:RotateTo(rotation, time, exp?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | rotation | Required parameter | La rotation cible |
| 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 | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | cast_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| CollisionType | collision_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | dimension | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| float | multiplier | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | force | Required parameter | La force à appliquer à chaque image |
| 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 | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | is_enabled | Required parameter | Indique si la surbrillance est activé |
| integer | index? | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| boolean | impulse_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
| 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 | 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
| 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.
It only happens while the Actor is 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 | Indique si le contour est activé |
| 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 | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | relative_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| integer | max_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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Rotator | rotation | 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | scale | Required parameter | La nouvelle échelle |
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 | 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.
LikeSetRelativeLocation, 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
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | relative_location | Required parameter | La position cible, relative à l’acteur parent |
| 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

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. UseTranslateRelativeTofor attached actors
my_actor:TranslateTo(location, time, exp?)
Parameters
| Type | Parameter | Default | Description |
|---|---|---|---|
| Vector | location | Required parameter | La position cible |
| 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 | Indique si cet acteur a récemment été affiché à l’écran |
🚀 Événements
| Name | Description | |
|---|---|---|
DimensionChange | Déclenché lorsqu'un Actor change de dimension | |
EnterWater | Déclenché lorsqu’un acteur entre dans une étendue d’eau | |
LeaveWater | Déclenché lorsqu’un acteur quitte une étendue d’eau | |
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 | L’acteur ayant déclenché l’événement |
| 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 | L’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 asProp,Vehicle,PickablesandCharacteronly.
<AnyActorClass>.Subscribe("LeaveWater", function(self)
-- LeaveWater was called
end)
Arguments
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | L’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
| Type | Argument | Description |
|---|---|---|
| Base Actor | self | L’acteur ayant déclenché l’événement |
| 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 | L’acteur ayant déclenché l’événement |
| boolean | is_network_authority | Si le joueur local est l'autorité réseau de cet Acteur |
See also SetNetworkAuthority, GetNetworkAuthority.


