Base class for all Character entities.
👪Base Class
This is a Base Class. Base Classes are abstract definitions used to share common methods and events between related child classes, thus you cannot spawn it directly.
Classes that share methods and events from this Base Class:
Character,
CharacterSimple.
🧑💻API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our
GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!
🦠 Functions

AddSkeletalMeshAttached
Spawns and attaches a SkeletalMesh to this entity, the SkeletalMesh must have the same skeleton used by this Actor's mesh, and will follow all animations from it. Uses a custom ID to be used for removing/customizing it afterwards
my_pawn:AddSkeletalMeshAttached(id, skeletal_mesh_path, use_parent_bounds?, use_base_leader_pose_component?, attachable_id?)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | id | Required parameter | Used further for removing or applying material settings on it |
| SkeletalMesh Reference | skeletal_mesh_path | Required parameter | Path to SkeletalMesh asset to attach |
| boolean | use_parent_bounds? | true | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together |
| boolean | use_base_leader_pose_component? | true | If true, this component will use the base leader pose component for copying it's animation |
| string | attachable_id? | | Optionally attaches this to another attached skeletal mesh (instead of attaching to the root component) |
See also RemoveSkeletalMeshAttached.

AddStaticMeshAttached
Spawns and attaches a StaticMesh to this entity in a Socket with a relative location and rotation. Uses a custom ID to be used for removing/customizing it afterwards
my_pawn:AddStaticMeshAttached(id, static_mesh_path, socket?, relative_location?, relative_rotation?, use_parent_bounds?, attachable_id?)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | id | Required parameter | Unique ID to assign to the StaticMesh |
| StaticMesh Reference | static_mesh_path | Required parameter | Path to StaticMesh asset to attach |
| string | socket? | | Bone socket to attach to |
| Vector | relative_location? | Vector(0, 0, 0) | Relative location |
| Rotator | relative_rotation? | Rotator(0, 0, 0) | Relative rotation |
| boolean | use_parent_bounds? | true | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together |
| string | attachable_id? | | Optionally attaches this to another attached static mesh (instead of attaching to the root component) |
See also SetStaticMeshAttachedTransform, RemoveStaticMeshAttached.

Follow
AI: Makes this Character to follow another actor
Triggers event MoveComplete
my_pawn:Follow(actor, acceptance_radius?, stop_on_succeed?, stop_on_fail?, update_rate?)
Parameters
| Type | Parameter | Default | Description |
|---|
| Base Actor | actor | Required parameter | Actor to follow |
| float | acceptance_radius? | 50 | Radius to consider success |
| boolean | stop_on_succeed? | false | Whether to stop when reaching the target |
| boolean | stop_on_fail? | false | Whether to stop when failed to reach the target |
| float | update_rate? | 0.25 | How often to recalculate the AI path |
See also StopMovement, MoveTo, GetMovingTo, MoveComplete.

GetAllSkeletalMeshAttached
Gets all Skeletal Meshes attached to this entity
local ret = my_pawn:GetAllSkeletalMeshAttached()
Returns
| Type | Description |
|---|
| table of string | the key as the Attached ID, and the value as the Asset Path |

GetAllStaticMeshAttached
Gets all Static Meshes attached to this entity
local ret = my_pawn:GetAllStaticMeshAttached()
Returns
| Type | Description |
|---|
| table of string | the key as the Attached ID, and the value as the Asset Path |

GetCapsuleSize
Gets the Capsule Size
local capsule_size = my_pawn:GetCapsuleSize()
Returns
| Type | Description |
|---|
| table | capsule_size with this format |
See also SetCapsuleSize.

GetControlRotation
Gets the Control Rotation
local control_rotation = my_pawn:GetControlRotation()
Returns
| Type | Description |
|---|
| Rotator | control_rotation |
See also SetControlRotation.

GetFlyingMode
Gets if it's in Flying mode
local flying_mode = my_pawn:GetFlyingMode()
See also SetFlyingMode.

GetGravityScale
Gets the gravity scale
local gravity_scale = my_pawn:GetGravityScale()
Returns
| Type | Description |
|---|
| float | gravity_scale |
See also SetGravityScale.

GetMesh
Gets the base Mesh Asset
local skeletal_mesh_asset = my_pawn:GetMesh()

GetMovingTo
Gets the Moving To location
local location = my_pawn:GetMovingTo()
Returns
| Type | Description |
|---|
| Vector | the moving to location or Vector(0, 0, 0) if not moving |

GetPlayer
Gets the possessing Player
local possesser = my_pawn:GetPlayer()
See also Possess, UnPossess.

HideBone
Hides a bone of this Character.
Check Bone Names List
my_pawn:HideBone(bone_name?)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | bone_name? | | Bone to hide |
See also UnHideBone, IsBoneHidden.

IsBoneHidden
Gets if a bone is hidden
local is_hidden = my_pawn:IsBoneHidden(bone_name)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | bone_name | Required parameter | Bone to check |
Returns
| Type | Description |
|---|
| boolean | if the bone is hidden |
See also UnHideBone, HideBone.

Jump
Triggers this Character to jump

MoveTo
AI: Makes this Character to walk to the Location
Triggers event MoveComplete
my_pawn:MoveTo(location, acceptance_radius?)
Parameters
| Type | Parameter | Default | Description |
|---|
| Vector | location | Required parameter | No description provided |
| float | acceptance_radius? | 50 | No description provided |
See also StopMovement, Follow, GetMovingTo, MoveComplete.

RemoveAllSkeletalMeshesAttached
Removes all SkeletalMeshes attached
my_pawn:RemoveAllSkeletalMeshesAttached()

RemoveAllStaticMeshesAttached
Removes all StaticMeshes attached
my_pawn:RemoveAllStaticMeshesAttached()

RemoveSkeletalMeshAttached
Removes, if it exists, a SkeletalMesh from this entity given its custom ID
my_pawn:RemoveSkeletalMeshAttached(id)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | id | Required parameter | Unique ID of the SkeletalMesh to remove |
See also AddSkeletalMeshAttached.

RemoveStaticMeshAttached
Removes, if it exists, a StaticMesh from this enitity given its custom ID
my_pawn:RemoveStaticMeshAttached(id)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | id | Required parameter | Unique ID of the StaticMesh to remove |
See also AddStaticMeshAttached.

SetAIAvoidanceSettings
AI: Configures the RVO (Reciprocal Velocity Obstacles) Avoidance system used by the AIs when moving
my_pawn:SetAIAvoidanceSettings(enabled, avoidance_consideration_radius?)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | enabled | Required parameter | Whether to enable the RVO Avoidance |
| integer | avoidance_consideration_radius? | 300 | The radius of the circle used to determine the avoidance distance |

SetBrakingSettings
Sets the Movement Braking Settings of this Character
my_pawn:SetBrakingSettings(ground_friction?, braking_friction_factor?, braking_walking?, braking_flying?, braking_swimming?, braking_falling?)
Parameters
| Type | Parameter | Default | Description |
|---|
| float | ground_friction? | 2 | No description provided |
| float | braking_friction_factor? | 2 | No description provided |
| integer | braking_walking? | 96 | No description provided |
| integer | braking_flying? | 3000 | No description provided |
| integer | braking_swimming? | 10 | No description provided |
| integer | braking_falling? | 0 | No description provided |

SetCanCrouch
Sets if this Character is allowed to Crouch and to Prone
my_pawn:SetCanCrouch(can_crouch)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | can_crouch | Required parameter | No description provided |

SetCanJump
Sets if this Character is allowed to Jump
my_pawn:SetCanJump(can_jump)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | can_jump | Required parameter | No description provided |

SetCapsuleSize
Sets this Character's Capsule size (will affect Camera location and Character's collision)
my_pawn:SetCapsuleSize(radius, half_height)
Parameters
| Type | Parameter | Default | Description |
|---|
| integer | radius | Required parameter | Default is 42 |
| integer | half_height | Required parameter | Default is 96 |
See also GetCapsuleSize.

SetControlRotation
Sets the Control Rotation
my_pawn:SetControlRotation(control_rotation)
Parameters
| Type | Parameter | Default | Description |
|---|
| Rotator | control_rotation | Required parameter | No description provided |
See also GetControlRotation.

SetFlyingMode
Sets the Flying Mode
my_pawn:SetFlyingMode(flying_mode)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | flying_mode | Required parameter | No description provided |
See also GetFlyingMode.

SetGravityScale
Changes the Gravity Scale of this Character (can be negative)
my_pawn:SetGravityScale(gravity_scale)
Parameters
| Type | Parameter | Default | Description |
|---|
| float | gravity_scale | Required parameter | No description provided |
See also GetGravityScale.

SetHitReactionEnabled
Sets if the character will react to damage by applying small dynamic ragdoll effect to local bones damaged
my_pawn:SetHitReactionEnabled(is_enabled)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | is_enabled | Required parameter | No description provided |

SetJumpZVelocity
Sets the velocity of the jump
my_pawn:SetJumpZVelocity(jump_z_velocity)
Parameters
| Type | Parameter | Default | Description |
|---|
| integer | jump_z_velocity | Required parameter | Default is 450 |

SetRagdollOnDeathEnabled
Sets if the character will enter ragdoll mode when it dies. You can set it to false to apply custom Death animations
my_pawn:SetRagdollOnDeathEnabled(is_enabled)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | is_enabled | Required parameter | No description provided |
Sets a Static Mesh Attached location and rotation
my_pawn:SetStaticMeshAttachedTransform(id, relative_location, relative_rotation)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | id | Required parameter | Unique ID of the StaticMesh set with AddStaticMeshAttached |
| Vector | relative_location | Required parameter | New relative location |
| Rotator | relative_rotation | Required parameter | New relative rotation |
See also AddStaticMeshAttached.

StopAnimation
Stops an Animation Montage on this character
my_pawn:StopAnimation(animation_asset)
Parameters
| Type | Parameter | Default | Description |
|---|
| Animation Reference | animation_asset | Required parameter | No description provided |

StopMovement
AI: Stops the movement, optionally zeroing the velocity as well (stops even for non AI)
Triggers event MoveComplete
my_pawn:StopMovement(stops_velocity?)
Parameters
| Type | Parameter | Default | Description |
|---|
| boolean | stops_velocity? | false | Also stops the Pawn's current velocity |
See also Follow, MoveTo, GetMovingTo, MoveComplete.

UnHideBone
UnHide a bone of this Character.
Check Bone Names List
my_pawn:UnHideBone(bone_name)
Parameters
| Type | Parameter | Default | Description |
|---|
| string | bone_name | Required parameter | Bone to unhide |
See also HideBone, IsBoneHidden.
🚀 Events

AnimationBeginNotify
When an Animation Montage Notify begins
Pawn.Subscribe("AnimationBeginNotify", function(self, notify_name, animation_name, trigger_begin_time, trigger_end_time)
end)
Arguments
| Type | Argument | Description |
|---|
| Character | self | No description provided |
| string | notify_name | No description provided |
| string | animation_name | No description provided |
| number | trigger_begin_time | No description provided |
| number | trigger_end_time | No description provided |

AnimationEndNotify
When an Animation Montage Notify ends
Pawn.Subscribe("AnimationEndNotify", function(self, notify_name, animation_name, trigger_begin_time, trigger_end_time)
end)
Arguments
| Type | Argument | Description |
|---|
| Character | self | No description provided |
| string | notify_name | No description provided |
| string | animation_name | No description provided |
| number | trigger_begin_time | No description provided |
| number | trigger_end_time | No description provided |

MoveComplete
Called when AI reaches it's destination, or when it fails
Pawn.Subscribe("MoveComplete", function(self, succeeded)
end)
Arguments
| Type | Argument | Description |
|---|
| Base Pawn | self | No description provided |
| boolean | succeeded | No description provided |
See also StopMovement, MoveTo, Follow, GetMovingTo.

Possess
When Character is possessed by a Player
Pawn.Subscribe("Possess", function(self, player)
end)
Arguments
| Type | Argument | Description |
|---|
| Base Pawn | self | No description provided |
| Player | player | No description provided |
See also UnPossess, GetPlayer.

UnPossess
When Character is unpossessed by a Player
Pawn.Subscribe("UnPossess", function(self, old_player)
end)
Arguments
| Type | Argument | Description |
|---|
| Base Pawn | self | No description provided |
| Player | old_player | No description provided |
See also Possess, GetPlayer.