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- Button with text message common base class. Displays a button with a custom message string.
text_button_base<native><public> := class<abstract><epic_internal>(widget):
- The text to display to the user. Used only during initialization of the widget and not modified by
SetText
.
DefaultText<localizes><native><public>:message = external {}
- Subscribable event that fires when the button is clicked.
OnClick<public>():listenable(widget_message) = external {}
- Sets the text displayed in the widget.
SetText<native><public>(InText:message):void
- Gets the text currently in the widget.
GetText<native><public>():string
- Text button with big and loud styling applied.
button_loud<native><public> := class<final>(text_button_base):
- Text button with normal styling applied.
button_regular<native><public> := class<final>(text_button_base):
- Text button with quiet styling applied.
button_quiet<native><public> := class<final>(text_button_base):
- Shows a set of HUD elements.
(PlayerUI:player_ui).ShowHUDElements<native><public>(HUDElements:[]hud_element_identifier):void
- Hides a set of HUD elements.
(PlayerUI:player_ui).HideHUDElements<native><public>(HUDElements:[]hud_element_identifier):void
- Resets the visibility for a set of HUD elements.
(PlayerUI:player_ui).ResetHUDElementVisibility<native><public>(HUDElements:[]hud_element_identifier):void
- A HUD controller that allows for showing and hiding of HUD elements.
fort_hud_controller<native><public> := interface<epic_internal>:
- Shows a set of HUD elements.
ShowElements<public>(HUDElements:[]hud_element_identifier):void
- Hides a set of HUD elements.
HideElements<public>(HUDElements:[]hud_element_identifier):void
- Resets the visibility for a set of HUD elements.
ResetElementVisibility<public>(HUDElements:[]hud_element_identifier):void
- Get the
fort_hud_controller
for the currentfort_playspace
(Playspace:fort_playspace).GetHUDController<native><public>():fort_hud_controller
creative_hud_identifier_all<public> := class<final>(hud_element_identifier):
creative_hud_identifier_build_menu<public> := class<final>(hud_element_identifier):
creative_hud_identifier_crafting_resources<public> := class<final>(hud_element_identifier):
creative_hud_identifier_elimination_counter<public> := class<final>(hud_element_identifier):
creative_hud_identifier_equipped_item<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_level<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_supercharged<public> := class<final>(hud_element_identifier):
creative_hud_identifier_experience_ui<public> := class<final>(hud_element_identifier):
creative_hud_identifier_health<public> := class<final>(hud_element_identifier):
creative_hud_identifier_health_numbers<public> := class<final>(hud_element_identifier):
creative_hud_identifier_hud_info<public> := class<final>(hud_element_identifier):
creative_hud_identifier_interaction_prompts<public> := class<final>(hud_element_identifier):
creative_hud_identifier_map_prompts<public> := class<final>(hud_element_identifier):
creative_hud_identifier_mimimap<public> := class<final>(hud_element_identifier):
creative_hud_identifier_minimap<public> := class<final>(hud_element_identifier):
creative_hud_identifier_pickup_stream<public> := class<final>(hud_element_identifier):
creative_hud_identifier_player_count<public> := class<final>(hud_element_identifier):
creative_hud_identifier_player_inventory<public> := class<final>(hud_element_identifier):
creative_hud_identifier_round_info<public> := class<final>(hud_element_identifier):
creative_hud_identifier_round_timer<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shield_numbers<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shileds<public> := class<final>(hud_element_identifier):
creative_hud_identifier_shields<public> := class<final>(hud_element_identifier):
creative_hud_identifier_storm_notifications<public> := class<final>(hud_element_identifier):
creative_hud_identifier_storm_timer<public> := class<final>(hud_element_identifier):
creative_hud_identifier_team_info<public> := class<final>(hud_element_identifier):
player_hud_identifier_all<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_wood<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_stone<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_metal<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_permanite<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_gold_currency<public> := class<final>(hud_element_identifier):
hud_identifier_world_resource_ingredient<public> := class<final>(hud_element_identifier):
- Used to identify a HUD element.
hud_element_identifier<native><public> := class<abstract><epic_internal>:
- Slider with a text value. Displays a slider, its progress bar and value.
slider_regular<native><public> := class<final>(widget):
- The value to display to the user. Used only during initialization of the widget and not modified by
SetValue
DefaultValue<native><public>:float = external {}
- The minimum value that the slider can haver. Used only during initialization of the widget and not modified by
SetMinValue
DefaultMinValue<native><public>:float = external {}
- The maximum value that the slider can haver. Used only during initialization of the widget and not modified by
SetMaxValue
DefaultMaxValue<native><public>:float = external {}
- The amount to adjust the value by, when using a controller or keyboard. Used only during initialization of the widget and not modified by
SetStepSize
DefaultStepSize<native><public>:float = external {}
- Sets the value of the slider, will clamp the value to be within the sliders minimum and maximum value.
SetValue<native><public>(InValue:float):void
- Gets the value of the slider.
GetValue<native><public>():float
- Sets the minimum value of the slider, will enforce that the sliders maximum value is always larger than or equal to the minimum value.
SetMinValue<native><public>(InMinValue:float):void
- Gets the minimum value of the slider.
GetMinValue<native><public>():float
- Sets the maximum value of the slider, will enforce that the sliders maximum value is always larger than or equal to the minimum value.
SetMaxValue<native><public>(InMaxValue:float):void
- Gets the maximum value of the slider.
GetMaxValue<native><public>():float
- Sets the amount to adjust the value by, when using a controller or keyboard.
SetStepSize<native><public>(InValue:float):void
- Gets the amount to adjust the value by.
GetStepSize<native><public>():float
- Subscribable event that fires when the value of the slider has changed.
OnValueChanged<public>():listenable(widget_message) = external {}
- Text block widget. Displays text to the user.
text_block<native><public> := class<final>(text_base):
- The direction the shadow is cast. Used only during initialization of the widget and not modified by
SetShadowOffset
DefaultShadowOffset<native><public>:?vector2 = external {}
- The color of the shadow. Used only during initialization of the widget and not modified by
SetShadowColor
DefaultShadowColor<native><public>:color = external {}
- Sets the direction the shadow is cast.
SetShadowOffset<native><public>(InShadowOffset:?vector2):void
- Gets the direction the shadow is cast.
GetShadowOffset<native><public>():?vector2
- Sets the color of the shadow.
SetShadowColor<native><public>(InColor:color):void
- Gets the color of the shadow.
GetShadowColor<native><public>():color
- Sets the opacity of the shadow.
SetShadowOpacity<native><public>(InOpacity:type {_X:float where 0.000000 <= _X, _X <= 1.000000}):void
- Gets the opacity of the shadow.
GetShadowOpacity<native><public>():type {_X:float where 0.000000 <= _X, _X <= 1.000000}
- Animation := module:
- Module import path:
/Fortnite.com/Devices/Animation
CreativeAnimation<public> := module:
- A structure for defining Bezier interpolation parameters.
cubic_bezier_parameters<native><public> := struct<computes>:
- X value of the P1 control point.
0.0 <= X0 <= 1.0
or an error will be generated when callinganimation_controller.SetAnimation
.
X0<native><public>:float = external {}
- Y value of the P1 control point.
Y0<native><public>:float = external {}
- X value of the P2 control point.
0.0 <= X1 <= 1.0
or an error will be generated when callinganimation_controller.SetAnimation
.
X1<native><public>:float = external {}
- Y value of the P2 control point.
Y1<native><public>:float = external {}
- Convenience interpolation modes. These built in modes are based on the CSS animation standard
- Convenience interpolation modes. These built in modes are based on the CSS animation standard
Linear
animations move at a constant speed.
Linear<public>:cubic_bezier_parameters = external {}
Ease
animations start slowly, speed up, then end slowly. The speed of the animation is slightly slower at the end than the start.
Ease<public>:cubic_bezier_parameters = external {}
EaseIn
animations start slow, then speed up towards the end.
EaseIn<public>:cubic_bezier_parameters = external {}
EaseOut
animations start fast, then slow down towards the end.
EaseOut<public>:cubic_bezier_parameters = external {}
EaseInOut
animations are similar toEase
but the start and end animation speed is symmetric.
EaseInOut<public>:cubic_bezier_parameters = external {}
- Instead of specifying the actual keyframe positions, we specify the keyframe deltas. This allows us to treat the initial position of the prop as keyframe 0 and avoid the question of how to get the prop to its initial location. For a
animation_mode.Loop
animation, the net rotation and translation must both be zero. Each delta is interpreted as a world-space transformation to be concatenated onto the previous transform(s).
keyframe_delta<native><public> := struct:
- Target position of the
creative_prop
. This is a world-space coordinate in cm, with the initial position of thecreative_prop
acting as coordinate (0,0).
DeltaLocation<native><public>:vector3
- Target rotation for the
creative_prop
. Rotations are relative to the starting rotation of thecreative_prop
DeltaRotation<native><public>:rotation
- Target scale for the
creative_prop
. Scale is multiplicative to the starting Scale of thecreative_prop
DeltaScale<native><public>:vector3 = external {}
- Time in seconds the
creative_prop
should animate between its last frame and this frame.
Time<native><public>:float
- Interpolation mode for this
keyframe_delta
- Default =
InterpolationTypes.Linear
Interpolation<native><public>:cubic_bezier_parameters = external {}
- Animation play modes.
animation_mode<native><public> := enum:
- Stop after playing the animation once.
OneShot
- Reverse direction after reaching the final
keyframe_delta
, then play the animation in reverse.
PingPong
- Play the animation in a loop. This requires the animation ends exactly where it began.
Loop
animation_controller
states.
animation_controller_state<native><public> := enum:
- The target of the animation is not an animatable prop. This could be because:
- It is not a
creative_prop
that can be animated. - It was disposed or otherwise destroyed.
- It has the 'Register with Structural Grid' option set in UEFN.
InvalidObject
- No animation has been successfully set via
animation_controller.SetAnimation
, or that animation has been cleared by a failed call toanimation_controller.SetAnimation
AnimationNotSet
- Animation has either never started, finished, or was explicitly stopped.
Stopped
- Animation is playing.
Playing
- Animation is paused.
Paused
- Results for
animation_controller.AwaitNextKeyframe
function.
await_next_keyframe_result<native><public> := enum:
- The next keyframe has been reached successfully.
KeyframeReached
- No animation is currently playing and this function call has returned immediately.
NotPlaying
- The animation was canceled either due to the object being destroyed, becoming invalid, or because it was moved via some other API.
AnimationAborted
- Used to move and animate the position of
creative_prop
objects. - See
creative_prop.GetAnimationController
for information on acquiring an instance of ananimation_controller
for a givencreative_prop
. - See
SetAnimation
for details on authoring movement and animations.
animation_controller<native><public> := class<epic_internal>:
- Suspends at the callsite until the next
keyframe_delta
is finished. This will also return if the animation is aborted or not playing. Seeawait_next_keyframe_result
if your code needs to take different paths based on whyAwaitNextKeyframe
returned.
AwaitNextKeyframe<native><public>()<suspends>:await_next_keyframe_result
- Starts or resumes playback of the animation.
Play<public>():void = external {}
- Pauses the animation if it is already playing.
Pause<public>():void = external {}
- Stops playback and resets the animation to the first keyframe. Also resets the prop transform. Calling this method is valid while the animation is in the
Playing
orPaused
states.
Stop<public>():void = external {}
- Returns the current state of this
animation_controller
.
GetState<native><public>()<transacts>:animation_controller_state
- Succeeds if this
animation_controller
s target is still valid (i.e., the target has not been disposed of either viaDispose
or through any external system.)
IsValid<native><public>()<transacts><decides>:void
- Sets the animation for the
animation_controller
. Animations are processed in the order provided inKeyframes
.
SetAnimation<public>(Keyframes:[]keyframe_delta, ?Mode:animation_mode):void = external {}
- Signaled each time a keyframe is reached. Callback(KeyframeIndex:int, InReverse:logic). Note that the KeyframeIndex in the callback is generally in [1, NumDeltaKeyframes] except that in a
PingPong
animation the final keyframe played in reverse is identified as index 0. This is becauseSetAnimation
takes delta keyframes whereas this event notifies the listener that a specific keyframe has been reached.
KeyframeReachedEvent<native><public>:listenable(tuple(int, logic)) = external {}
- Signaled when the entire animation is complete. This will only fire for
OneShot
animations.
MovementCompleteEvent<native><public>:listenable(tuple()) = external {}
- Signaled when the state has changed. Use
GetState
to get the new state.
StateChangedEvent<native><public>:listenable(tuple()) = external {}
- Returns an
animation_controller
used to animateProp
. Only a subset ofcreative_prop
types can be animated, though this may change in the future. A few examples of props that cannot be animated yet are: Walls attached to buildings, treasure chests, and Llamas.
(Prop:creative_prop).GetAnimationController<public>()<transacts><decides>:animation_controller = external {}
creative_device<native><public> := class<concrete>(creative_object_interface):
- Inherit from this to create a custom creative device. Inherited classes will appear in the UEFN content browser the next time Verse compiles. Instances of your derived
creative_device
can then be placed in the island by dragging them from the content browser into the scene. - Override to add custom logic when the game experience begins.
OnBegin<native_callable><public>()<suspends>:void = external {}
- Override to add custom logic when the game experience ends. Any coroutines spawned inside
OnEnd
may never execute.
OnEnd<native_callable><public>():void = external {}
- Returns the transform of the
creative_device
with units in cm.
GetTransform<override>()<transacts>:transform = external {}
- Teleports the
creative_device
to the specifiedPosition
andRotation
.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
- Teleports the
creative_device
to the specified location defined byTransform
, also applies rotation and scale accordingly.
TeleportTo<public>(Transform:transform)<transacts><decides>:void = external {}
- Moves the
creative_device
to the specifiedPosition
andRotation
over the specified time, in seconds. If an animation is currently playing on thecreative_device
it will be stopped and put into theAnimationNotSet
state.
MoveTo<public>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
- Moves the
creative_device
to the specifiedTransform
over the specified time, in seconds. If an animation is currently playing on thecreative_device
it will be stopped and put into theAnimationNotSet
state.
MoveTo<public>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
- Shows this device in the world.
Show<native><public>()<transacts>:void
- Hides this device in the world.
Hide<native><public>()<transacts>:void
- Base class for creative_device.
creative_device_base<native><public> := class<abstract><epic_internal>(creative_object):
- Internal asset for representing creative devices.
creative_device_asset<native><public> := class<computes><final><epic_internal>:
creative_object_interface<native><public> := interface<epic_internal>(positional):
- Base class for creative devices and props.
creative_object<native><public> := class<epic_internal>(creative_object_interface):
- Returns the transform of the
creative_object
with units in cm. You must checkcreative_object.IsValid
before calling this if there is a possibility the object has been disposed or destroyed by gameplay.
GetTransform<override>()<transacts>:transform = external {}
- Teleports the
creative_object
to the specifiedPosition
andRotation
.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
- Teleports the
creative_object
to the specified location defined byTransform
, also applies rotation and scale accordingly.
TeleportTo<public>(Transform:transform)<transacts><decides>:void = external {}
- Moves the
creative_object
to the specifiedPosition
andRotation
over the specified time, in seconds. If an animation is currently playing on thecreative_object
it will be stopped and put into theAnimationNotSet
state.
MoveTo<public>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
- Moves the
creative_object
to the specifiedTransform
over the specified time, in seconds. If an animation is currently playing on thecreative_object
it will be stopped and put into theAnimationNotSet
state.
MoveTo<public>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
- Returns an array containing all creative objects which have been marked with the specified
Tag
.
GetCreativeObjectsWithTag<native><public>(Tag:tag)<transacts>:[]creative_object_interface
- Returns an array containing creative objects which have tag(s) matching the specified
SearchCriteria
.
GetCreativeObjectsWithTags<native><public>(SearchCriteria:tag_search_criteria)<transacts>:[]creative_object_interface
- Returns a queryable
tag_view
which can be used to query the tags onCreativeObject
.
(CreativeObject:creative_object_interface).GetTags<native><public>():tag_view
- Returns the
fort_playspace
thatCreativeObject
belongs to.
(CreativeObject:creative_object_interface).GetPlayspace<native><public>()<transacts>:fort_playspace
- A Fortnite prop that has been placed or spawned in the island.
creative_prop<native><public> := class<concrete><final>(creative_object, invalidatable):
- Destroys the
creative_prop
and remove it from the island.
Dispose<native><override>():void
- Succeeds if this object has not been disposed of either via
Dispose()
or through an external system.
IsValid<native><override>()<transacts><decides>:void
- Changes the Mesh used by this instance.
SetMesh<native><public>(Mesh:mesh)<transacts>:void
- Changes the Material of the Mesh used by this instance. Optionally can specify which Mesh element index to apply the material to, otherwise defaults to the 0 (default) Mesh element
SetMaterial<native><public>(Material:material, ?Index:int = external {})<transacts>:void
- Shows the
creative_prop
in the world and enable collisions.
Show<native><public>()<transacts>:void
- Hides the
creative_prop
in the world and disable collisions.
Hide<native><public>()<transacts>:void
- Asset used to spawn
creative_prop
instances.
creative_prop_asset<native><public> := class<computes><concrete><final><epic_internal>:
- A default asset to be used when creating an editor-specified
creative_prop_asset
variable.
DefaultCreativePropAsset<public>:creative_prop_asset = external {}
spawn_prop_result<native><public> := enum:
- Results for
SpawnProp
. - The spawn point contains NaN or Inf.
InvalidSpawnPoint
- The spawn point is outside the island's boundaries.
SpawnPointOutOfBounds
- The asset is not a valid
creative_prop
.
InvalidAsset
- More props have been spawned than are permitted by the island's rules (currently 100 per script device and 200 total per island).
TooManyProps
- Spawns a
creative_prop
at the specifiedPosition
andRotation
.Position
andRotation
units are in cm. - Returns tuple:
- 0: Instance of a
creative_prop
. False if nocreative_prop
could be created. Seespawn_prop_result
for failure cases. - 1: Success or failure results.
SpawnProp<native><public>(Asset:creative_prop_asset, Position:vector3, Rotation:rotation)<transacts>:tuple(?creative_prop, spawn_prop_result)
- Spawns a
creative_prop
at the specifiedTransform
. `Units are in cm. - Returns tuple:
- 0: Instance of a
creative_prop
. False if nocreative_prop
could be created. Seespawn_prop_result
for failure cases. - 1: Success or failure results.
SpawnProp<native><public>(Asset:creative_prop_asset, Transform:transform)<transacts>:tuple(?creative_prop, spawn_prop_result)
device_ai_interaction_result<native><public> := struct<epic_internal>:
- Payload of
device_event_ai_interaction
. - Optional agent that triggered the interaction
Source<native><public>:?agent
- Optional agent targeted by
Source
.
Target<native><public>:?agent
- Results for
MoveTo
.
move_to_result<public> := enum:
- The destination has been reached.
DestinationReached
- The destination will not be reached. See debug log in UEFN for more info.
WillNotReachDestination
patchwork_device<public> := class<concrete>(creative_device_base):
- Base class for all Patchwork devices.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Define shared settings for Patchwork devices.
music_manager_device<public> := class<concrete><final>(patchwork_device):
- Apply a distortion effect to Patchwork audio inputs.
distortion_effect_device<public> := class<concrete><final>(patchwork_device):
- Modify a setting on another Patchwork device in a regularly repeating pattern.
lfo_modulator_device<public> := class<concrete><final>(patchwork_device):
- Turn Patchwork note inputs into audio using instrument samples.
instrument_player_device<public> := class<concrete><final>(patchwork_device):
- Output Patchwork audio for players to hear.
speaker_device<public> := class<concrete><final>(patchwork_device):
- Create drum note patterns for Patchwork devices.
drum_sequencer_device<public> := class<concrete><final>(patchwork_device):
- Send events to devices based on Patchwork note inputs.
note_trigger_device<public> := class<concrete><final>(patchwork_device):
- Apply an echo effect to Patchwork audio inputs.
echo_effect_device<public> := class<concrete><final>(patchwork_device):
- Turn Patchwork note inputs into audio using drum samples.
drum_player_device<public> := class<concrete><final>(patchwork_device):
- Modify a setting on another Patchwork device when triggered.
value_setter_device<public> := class<concrete><final>(patchwork_device):
- Transpose Patchwork note inputs to follow a chord progression.
note_progressor_device<public> := class<concrete><final>(patchwork_device):
- Turn Patchwork note inputs into audio using customizable sound synthesis.
omega_synthesizer_device<public> := class<concrete><final>(patchwork_device):
- Modify a setting on another Patchwork device in steps over time.
step_modulator_device<public> := class<concrete><final>(patchwork_device):
- Create melodic note patterns for Patchwork devices.
note_sequencer_device<public> := class<concrete><final>(patchwork_device):
player_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn an
agent
on an island. Use multipleplayer_spawner_device
s to spawn multipleagent
s. - Signaled when an
agent
is spawned from this device. - Sends the
agent
that spawned.
SpawnedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
player_reference_device<public> := class<concrete><final>(creative_device_base):
- Used to relay
agent
statistics to other devices andagent
s. Can transmit statistics such as elimination count, eliminated count, or scores when certain conditions are met. Can also project a hologram of theagent
and display text that can be altered in various positions and curvatures. - Signaled when this device is activated.
- Sends the
agent
stored in the device.
ActivatedEvent<public>:listenable(agent) = external {}
- Signaled when a stat tracked by this device is updated.
- Sends the
agent
stored in the device.
TrackedStatChangedEvent<public>:listenable(agent) = external {}
- Signaled when the
agent
tracked by this device is updated. - Sends the new
agent
stored in the device.
AgentUpdatedEvent<public>:listenable(agent) = external {}
- Signaled when the
agent
tracked by this fails to be updated. - Sends the
agent
that attempted to be stored in this device.
AgentUpdateFailsEvent<public>:listenable(agent) = external {}
- Signaled when the
agent
tracked by this device is replaced. - Sends the new
agent
stored in the device.
AgentReplacedEvent<public>:listenable(agent) = external {}
- Enables or Disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
- Ends the round/game.
Activate<public>():void = external {}
- Registers
Agent
as theagent
being tracked by this device.
Register<public>(Agent:agent):void = external {}
- Clears the state of this device.
Clear<public>():void = external {}
- Is true when
Agent
is the player being referenced by the device.
IsReferenced<public>(Agent:agent)<transacts><decides>:void = external {}
- Returns the
agent
currently referenced by the device.
GetAgent<public>():?agent = external {}
- Returns the stat value that this device is currently tracking
GetStatValue<public>():int = external {}
animated_mesh_device<public> := class<concrete><final>(creative_device_base):
- Used to select, spawn, and configure a skeletal mesh to play a specific animation.
- Starts or resumes playback of the animation.
Play<public>():void = external {}
- Pauses playback of the animation.
Pause<public>():void = external {}
- Starts or resumes reverse playback of the animation.
PlayReverse<public>():void = external {}
- Used to create a customizable turret that can search for nearby targets.
automated_turret_device<public> := class<concrete><final>(creative_device_base):
- Triggers when someone enters the activation radius while nobody else is there.
- Sends the activating
agent
. If the activator is a non-agent thenfalse
is returned.
ActivatedEvent<public>:listenable(?agent) = external {}
- Triggers when the turret is damaged.
- Sends the triggering
agent
. If the activator is a non-agent thenfalse
is returned.
DamagedEvent<public>:listenable(?agent) = external {}
- Triggers when the turret is destroyed.
- Sends the triggering
agent
. If the activator is a non-agent thenfalse
is returned.
DestroyedEvent<public>:listenable(?agent) = external {}
- Sends the
agent
that was found.
TargetFoundEvent<public>:listenable(agent) = external {}
- Triggers when the turret loses a target.
- Sends the
agent
that was lost.
TargetLostEvent<public>:listenable(agent) = external {}
- Enables or disable.
Enable<public>():void = external {}
Disable<public>():void = external {}
- Set the turret to the Default Team.
- Only usable if Possible Targets is not set to Everyone
UseDefaultTeam<public>():void = external {}
- Set the turret to the Wildlife & Creatures team.
- Only usable if Possible Targets is not set to Everyone
UseTeamWildlifeAndCreatures<public>():void = external {}
- Set the turret to the same team as the supplied
Agent
. - Only usable if Possible Targets is not set to Everyone
SetTeam<public>(Agent:agent):void = external {}
- Set the supplied
Agent
as the turret's target. - The target will only change if
Agent
is within the activation radius, has direct line-of-sight to the turret, - is on a targetable team as determined by
Possible Targets
, and is not Down But Not Out.
SetTarget<public>(Agent:agent):void = external {}
cinematic_sequence_device<public> := class<concrete><final>(creative_device_base):
- Used to trigger level sequences that allow coordination of cinematic animation, transformation, and audio tracks.
- Signaled when the sequence is stopped.
StoppedEvent<public>:listenable(tuple()) = external {}
- Plays the sequence. This will only work when the device is set to Everyone
Play<public>():void = external {}
- Plays the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Play<public>(Agent:agent):void = external {}
- Stops the sequence.
Stop<public>():void = external {}
- Stops the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Stop<public>(Agent:agent):void = external {}
- Go to the end and stop the sequence.
GoToEndAndStop<public>():void = external {}
- Go to the end and stop the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
GoToEndAndStop<public>(Agent:agent):void = external {}
- Pauses the sequence.
Pause<public>():void = external {}
- Pauses the sequence. An instigating 'Agent' is required when the device is set to anything except Everyone
Pause<public>(Agent:agent):void = external {}
- Toggles between
Play
andStop
.
TogglePause<public>():void = external {}
- Toggles between
Play
andStop
. An instigating 'Agent' is required when the device is set to anything except Everyone
TogglePause<public>(Agent:agent):void = external {}
- Set the playback position (in frames) of the sequence.
SetPlaybackFrame<public>(PlaybackFrame:int):void = external {}
- Returns the playback position (in frames) of the sequence.
GetPlaybackFrame<public>()<transacts>:int = external {}
- Set the playback position (in time/seconds) of the sequence.
SetPlaybackTime<public>(PlaybackTime:float):void = external {}
- Returns the playback position (in time/seconds) of the sequence.
GetPlaybackTime<public>()<transacts>:float = external {}
- Set the playback rate of the sequence.
SetPlayRate<public>(PlayRate:float):void = external {}
- Returns the playback rate of the sequence.
GetPlayRate<public>()<transacts>:float = external {}
gameplay_camera_fixed_angle_device<public> := class<concrete><final>(gameplay_camera_device):
- Used to update the camera’s current viewpoint and rotation based on a fixed angle
gameplay_camera_fixed_point_device<public> := class<concrete><final>(gameplay_camera_device):
- Used to update the camera’s current viewpoint and rotation based on a fixed point.
gameplay_camera_device<public> := class<abstract><epic_internal>(creative_device_base):
- Used to update the camera’s current viewpoint and rotation based on current camera mode.
- Enables or Disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
- Adds the camera to the
Agent
’s camera stack and pushes it to be the active camera.
AddTo<public>(Agent:agent):void = external {}
- Adds the camera to all
Agent
s camera stacks and pushes it to be the active camera.
AddToAll<public>():void = external {}
- Removes the camera from the
Agent
’s camera stack and pops from being the active camera replacing it with the next one in the stack.
RemoveFrom<public>(Agent:agent):void = external {}
- Removes the camera from all
Agent
s camera stacks and pops from being the active camera replacing it with the next one in the stack.
RemoveFromAll<public>():void = external {}
gameplay_controls_third_person_device<public> := class<concrete><final>(gameplay_controls_device):
- Used to adapt the controls to the camera perspective
gameplay_controls_device<public> := class<abstract><epic_internal>(creative_device_base):
- Used to update the gameplay controls scheme based on current control mode.
- Enables or disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
- Adds the gameplay control to the
Player
’s gameplay controls stack and pushes it to be the active control.
AddTo<public>(Agent:agent):void = external {}
- Adds the gameplay control to all
Agent
s gameplay controls stack and pushes it to be the active control.
AddToAll<public>():void = external {}
- Removes the gameplay control from the
Agent
’s gameplay controls stack and pops from being the active control replacing it with the next one in the stack.
RemoveFrom<public>(Agent:agent):void = external {}
- Removes the gameplay control from all
Agent
s gameplay controls stack and pops from being the active control replacing it with the next one in the stack.
RemoveFromAll<public>():void = external {}
class_selector_ui_device<public> := class<concrete><final>(creative_device_base):
- Used to allow players to select their
Class
from aClass Selector UI
- Signaled when an
agent
selects a class. - Sends the
agent
that selected a class.
ClassSelectedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
closes the UI. - Sends the
agent
that closed the UI.
UIClosedEvent<public>:listenable(agent) = external {}
- Signaled when the UI is opened.
- Sends the
agent
that is responsible for opening the UI.
UIOpenedEvent<public>:listenable(agent) = external {}
- Enables or disables this device.
Enable<public>():void = external {}
Disable<public>():void = external {}
- Show the Class Selector UI to
Agent
.
Show<public>(Agent:agent):void = external {}
post_process_device<public> := class<concrete><final>(creative_device_base):
- Used to apply Post Process Effects to players through the creative device rather than a Post Process Volume.
- Signaled when a blend in event has finished. Sends the
agent
that used this device.
BlendingInCompleteEvent<public>:listenable(?agent) = external {}
- Signaled when a blend out event has finished. Sends the
agent
that used this device.
BlendingOutCompleteEvent<public>:listenable(?agent) = external {}
- Enables this device only for the instigating
Agent
.
Enable<public>(Agent:agent):void = external {}
- Enables this device for all players.
Enable<public>():void = external {}
- Disables this device only for the instigating
Agent
.
Disable<public>(Agent:agent):void = external {}
- Disables this device for all players.
Disable<public>():void = external {}
- Starts blending in the post process effect to the set strength only for the instigating
Agent
.
BlendIn<public>(Agent:agent):void = external {}
- Starts blending in the post process effect to the set strength for all players.
BlendInForAll<public>():void = external {}
- Starts blending out the post process effect to 0 strength only for the instigating
Agent
.
BlendOut<public>(Agent:agent):void = external {}
- Starts blending out the post process effect to 0 strength for all players.
BlendOutForAll<public>():void = external {}
- Resets to the starting strength, ending any ongoing blending only for the instigating
Agent
.
Reset<public>(Agent:agent):void = external {}
- Resets to the starting strength, ending any ongoing blending for all players.
ResetForAll<public>():void = external {}
map_controller_device<public> := class<concrete><final>(creative_device_base):
- Used to control the behavior of the map & minimap.
- Activation for a given
agent
can occur automatically via the device's Activate Automatically user option, by theagent
entering and exiting the device's volume if using the Activate on Trigger user option, or via events from other devices or verse. - When more than one map controller is activated for a given
agent
, the one with the highest Map Priority user option applies. - Adds the map controller to the provided
Agent
's map controller stack. - If multiple map controllers are active for an
agent
, the one with the highest Map Priority is used.
Activate<public>(Agent:agent):void = external {}
- Adds the map controller to all
agent
s in the experience. - If multiple map controllers are active for an
agent
, the one with the highest Map Priority is used.
Activate<public>():void = external {}
- Removes the map controller from the provided
Agent
's map controller stack.
Deactivate<public>(Agent:agent):void = external {}
- Removes the map controller from all
agent
s in the experience. - The next highest priority active map controller will be used, or if none exists, the default behavior will be restored.
Deactivate<public>():void = external {}
- Enables the device.
- Enabling the device will allow it to be activated, both by incoming events, and by trigger if using Activate on Trigger.
Enable<public>():void = external {}
- Disables the device.
- Disabling the device will deactivate it for all
agents
in the experience, turn off the trigger functionality, and prevent it from responding to events.
Disable<public>():void = external {}
- Sets the Capture Box Size (in meters).
- Capture Box Size refers to the length and width of the area used for both the map capture image as well as the activation trigger.
- Value is clamped between
25.0
and2500.0
meters.
SetCaptureBoxSize<public>(Size:float):void = external {}
- Returns the Capture Box Size (in meters).
GetCaptureBoxSize<public>()<transacts>:float = external {}
accolades_device<public> := class<concrete><final>(creative_device_base):
- Used to set up islands so players will earn Battle Pass XP when they interact with your island. Accolades are achievements or accomplishments that players can complete to earn XP.
TestAwardEvent<public>:listenable(agent) = external {}
- Signaled when testing the accolade to make sure it is awarded as expected. Only signals within unpublished island environments.
- Sends the
agent
receiving the achievement. - Enable or Disable
Enable<public>():void = external {}
Disable<public>():void = external {}
- Awards the XP to
agent
Award<public>(Agent:agent):void = external {}
analytics_device<public> := class<concrete><final>(creative_device_base):
- Used to track
agent
events used to generate analytics. - Enable or Disable
Enable<public>():void = external {}
Disable<public>():void = external {}
- Submits an event for
Agent
Submit<public>(Agent:agent):void = external {}
campfire_device<public> := class<concrete><final>(creative_device_base):
- Used to place a campfire in the world that an
agent
can use to heal themselves
AgentEntersEffectAreaEvent<public>:listenable(agent) = external {}
AgentExitsEffectAreaEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
enters or exits the area of effect for this device, Sends the entering or exitingagent
as instigator
CampfirePulseEvent<public>:listenable(tuple()) = external {}
- Signaled when this device generates a pulse.
AgentPulsedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
is affected by a pulse generated by this device, Sends the affectedagent
LitEvent<public>:listenable(agent) = external {}
ExtinguishedEvent<public>:listenable(agent) = external {}
- Signaled when this device is lit or extinguished by an
agent
who is also the instigator
EnabledEvent<public>:listenable(tuple()) = external {}
DisabledEvent<public>:listenable(tuple()) = external {}
- Signaled when this device is enabled or disabled
AddWood<public>():void = external {}
- Adds wood to this device.
Light<public>(Agent:agent):void = external {}
- Lights this device.
Extinguish<public>(Agent:agent):void = external {}
- Extinguishes this device.
crowd_volume_device<public> := class<concrete><final>(creative_device_base):
- Spawns a crowd to cheer you on.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
item_remover_device<public> := class<concrete><final>(creative_device_base):
- Used to cause
agent
s to drop or lose items from their inventory. For example, if anagent
is Down But Not Out, they could drop items from their inventory, and otheragent
s could then pick up those items. - Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Remove items from
Agent
s inventory. The items that are removed can be configured using Affected Items.Remove<public>(Agent:agent):void = external {}
character_device<public> := class<concrete>(creative_device_base):
- Used to configure a single interactive mannequin, that can visualize characters, clothing, and perform emotes.
InteractedWithEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
interacts with this device, Sends theagent
that interacted with this device.
Enable<public>():void = external {}
- Enables this device.
Disable<public>():void = external {}
- Disables this device.
Show<public>():void = external {}
Hide<public>():void = external {}
- Toggle visibility
PlayEmote<public>():void = external {}
- Plays an emote on the character created by this device.
player_marker_device<public> := class<concrete><final>(creative_device_base):
- Used to mark an
agent
's position on the minimap and configure the information shown for markedagent
s.
FirstItemValueChangedEvent<public>:listenable(agent) = external {}
- Signaled when the first item type monitored on marked agents has changed.
- Sends the marked
agent
.
SecondItemValueChangedEvent<public>:listenable(agent) = external {}
- Signaled when the second item type monitored on marked agents has changed.
- Sends the marked
agent
.
FirstItemValueReachedEvent<public>:listenable(agent) = external {}
- Signaled when a marked
agent
meets the quantity condition for the first monitored item type (e.g. Fewer Than, Equal To, More Than X). - Sends the marked
agent
.
SecondItemValueReachedEvent<public>:listenable(agent) = external {}
- Signaled when a marked
agent
meets the quantity condition for the second monitored item type (e.g. Fewer Than, Equal To, More Than X). - Sends the marked
agent
.
Attach<public>(Agent:agent):void = external {}
Detach<public>(Agent:agent):void = external {}
- Attaches a marker to
Agent
. - Detaches a marker from
Agent
.
DetachFromAll<public>():void = external {}
- Detaches markers from all marked
agent
s.
player_checkpoint_device<public> := class<concrete><final>(creative_device_base):
- Used to set an
agent
's spawn point when activated. This can also clear theagent
's inventory.
FirstActivationEvent<public>:listenable(agent) = external {}
- Signaled when this device is first activated by any
agent
. - Sends the
agent
that activated this device. - Signaled each time a new
agent
activates this device. - Sends the
agent
that activated this device.
FirstActivationPerAgentEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Registers this checkpoint for
Agent
. This sets the respawn point and can clearAgent
's inventory depending on this device's settings. Multipleagent
s can be registered to this device at one time.
Register<public>(Agent:agent):void = external {}
real_time_clock_device<public> := class<concrete><final>(creative_device_base):
- Used to trigger in game events based on real world time.
- Signaled when the optional second Duration time has been reached.
DurationElapsedEvent<public>:listenable(tuple()) = external {}
- Signaled when the target time is reached.
TimeReachedEvent<public>:listenable(tuple()) = external {}
- Signaled when this device is enabled after the target time has been reached.
EnablingAfterTimeReachedEvent<public>:listenable(tuple()) = external {}
- Signaled when this device is enabled before the target time has been reached.
EnablingBeforeTimeReachedEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
prop_mover_device<public> := class<concrete><final>(creative_device_base):
- Used to move around a building or prop, and customize responses to various collision event types.
EnabledEvent<public>:listenable(tuple()) = external {}
- Signaled when this device is disabled.
DisabledEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop movement begins.
BeganEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop movement ends.
EndedEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop reaches its destination.
FinishedEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop changes its direction.
MovementModeChangedEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop hits an
agent
. - Sends the
agent
hit by the prop.
AgentHitEvent<public>:listenable(agent) = external {}
- Signaled when the prop hits a creature, animal, or NPC.
AIHitEvent<public>:listenable(tuple()) = external {}
- Signaled when the prop hits another prop.
PropHitEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Moves the prop to its original position.
Reset<public>():void = external {}
- Begins the prop moving.
Begin<public>():void = external {}
- Ends the prop moving.
End<public>():void = external {}
- Moves the prop forward based on this device's default configuration, ignoring the prop's previous movement.
Advance<public>():void = external {}
- Reverses the prop's moving direction.
Reverse<public>():void = external {}
- Sets the total distance (in meters) that the prop will move.
SetTargetDistance<public>(InDistance:float):void = external {}
- Returns the total distance (in meters) that the prop will move.
GetTargetDistance<public>()<transacts>:float = external {}
- Sets the speed (in meters per second) at which the prop will move to its destination.
SetTargetSpeed<public>(Speed:float):void = external {}
- Returns the speed (in meters per second) at which the prop mover will move the prop to its destination.
GetTargetSpeed<public>()<transacts>:float = external {}
switch_device<public> := class<concrete><final>(creative_device_base):
- Used to allow agents to turn other linked devices on/off or other custom state changes.
- Signaled when the switch is turned on by the specified
agent
. - Sends the
agent
that turned on the device.TurnedOnEvent<public>:listenable(agent) = external {}
- Signaled when the switch is turned off by the specified
agent
. - Sends the
agent
that turned off the device.TurnedOffEvent<public>:listenable(agent) = external {}
- Signaled if the switch is on when the state is checked.
IfOnWhenCheckedEvent<public>:listenable(tuple()) = external {}
- Signaled if the switch is off when the state is checked.
IfOffWhenCheckedEvent<public>:listenable(tuple()) = external {}
- Signaled when the switch state is saved.
StateSaveEvent<public>:listenable(tuple()) = external {}
- Signaled when the switch state changes.
StateChangesEvent<public>:listenable(tuple()) = external {}
- Signaled when the switch state is loaded by the specified
agent
. - Sends the
agent
that loaded the state on the device.StateLoadEvent<public>:listenable(agent) = external {}
- Signaled when the persistent data is cleared by the specified
agent
. - Sends the
agent
that cleared persistent data on the device.ClearEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Turns on this device with
Agent
acting as the instigator of the action.TurnOn<public>(Agent:agent):void = external {}
- Turns off the device with
Agent
acting as the instigator of the action.TurnOff<public>(Agent:agent):void = external {}
- Toggles between
TurnOn
andTurnOff
withAgent
acting as the instigator of the action.ToggleState<public>(Agent:agent):void = external {}
- Loads the device state with
Agent
acting as the instigator of the action.LoadState<public>(Agent:agent):void = external {}
- Saves the device state with
Agent
acting as the instigator of the action.SaveState<public>(Agent:agent):void = external {}
- Loads the device state for all players.
LoadStateForAll<public>():void = external {}
- Saves the device state for all players
SaveStateForAll<public>():void = external {}
- Checks the device state with
Agent
acting as the instigator of the action.CheckState<public>(Agent:agent):void = external {}
- Clears persistence data for
Agent
.ClearPersistenceData<public>(Agent:agent):void = external {}
- Clears persistence data for all
agent
s.ClearAllPersistenceData<public>():void = external {}
- Returns the current state of this switch: true (on) or false (off). Use this overload of
GetCurrentState
when this device has Store State Per Player set to Yes.GetCurrentState<public>(Agent:agent)<transacts><decides>:void = external {}
- Returns the current state of this switch: true (on) or false (off). Use this overload of
GetCurrentState
when this device has Store State Per Player set to No.GetCurrentState<public>()<transacts><decides>:void = external {}
- Query whether this device has a single global on/off state, or has a personalized on/off state for each individual agent.
IsStatePerAgent<public>()<transacts><decides>:void = external {}
- Sets the Interaction Time required to activate this device (in seconds).
SetInteractionTime<public>(Time:float):void = external {}
- Returns the Interaction Time required to activate this device (in seconds).
GetInteractionTime<public>()<transacts>:float = external {}
- Sets the Turn On Text to be displayed to a user when the switch is currently off, and offers an interaction to switch it on. Clamped to 150 characters.
SetTurnOnInteractionText<public>(Text:message):void = external {}
- Sets the Turn Off Text to be displayed to a user when the switch is currently on, and offers an interaction to switch it off. Clamped to 150 characters.
SetTurnOffInteractionText<public>(Text:message):void = external {}
- Sets the state of the switch to a specific value for a specific
Agent
. - Use when the device has Store State Per Player set to Yes.
SetState<public>(Agent:agent, State:logic):void = external {}
- Sets the state of the switch to a specific value.
- Use when the device has Store State Per Player set to No.
SetState<public>(State:logic):void = external {}
- Updates the State Reset Time for the device, in seconds, clamped to the Min and Max defined in the device.
- This will not apply to any state reset timers currently in effect.
- Set to 0.0 to disable the State Reset Time. Set to less than 0.0 to reset to default.
SetStateResetTime<public>(Time:float):void = external {}
- Updates the State Reset Time for the device, in seconds,for a specific player (if Store State Per Player is Yes), clamped to the Min and Max defined in the device.
- This will not apply to any state reset timers currently in effect.
- Set to 0.0 to disable the State Reset Time. Set to less than 0.0 to reset to default.
SetStateResetTime<public>(Agent:agent, Time:float):void = external {}
- Returns the value of State Reset Time, in seconds, for the device. Returns -1.0 if State Reset Time is not used.
GetStateResetTime<public>()<transacts>:float = external {}
*Returns the value of State Reset Time, in seconds, for the device, for a specific player. Returns -1.0 if State Reset Time is not used. GetStateResetTime<public>(Agent:agent)<transacts>:float = external {}
- Returns the time, in seconds, before the switch will reset itself to default.
- Returns -1.0 if Store State Per Player is Yes or if there is no active reset timer.
GetCurrentResetTime<public>():float = external {}
- Returns the time, in seconds, before the switch will reset itself to default for Agent.
- Returns -1.0 if there is no active reset timer.
GetCurrentResetTime<public>(Agent:agent):float = external {}
volume_device<public> := class<concrete><final>(creative_device_base):
- Used to track when agents enter and exit a volume.
- Signaled when an
agent
enters the device volume.AgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits the device volume.AgentExitsEvent<public>:listenable(agent) = external {}
crash_pad_device<public> := class<concrete><final>(creative_device_base):
- Used to place a crash pad that can bounce players and protect them from fall damage.
- Signaled when an
agent
is launched by this device. - Sends the launched
agent
.LaunchedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
fishing_zone_device<public> := class<concrete><final>(creative_device_base):
- Used to add fishing mechanics to experiences, such as:
- Signaled when an
agent
catches a fish. - Sends the
agent
that caught the fish.CaughtEvent<public>:listenable(agent) = external {}
- Signaled when all items have been caught and removed.
- Sends the
agent
that caught the last fish.EmptyEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the number of available uses for this device back to Uses Allowed.
Reset<public>():void = external {}
- Returns all caught and removed items to the inventory. This only works when Pool Type is set to Device Inventory.
Restock<public>():void = external {}
hud_controller_device<public> := class<concrete><final>(creative_device_base):
- Used to show or hide parts of the HUD for players or teams.
- Use this with other devices such as the
hud_message_device
,map_indicator_device
, andbillboard_device
to control the HUD - Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Sets the Affected Class option to
Agent
's class.UpdateAffectedClass<public>(Agent:agent):void = external {}
- Sets the Affected Team option to
Agent
's team.UpdateAffectedTeam<public>(Agent:agent):void = external {}
- Resets the Affected Class option to its starting value.
ResetAffectedClass<public>():void = external {}
- Resets the Affected Team option to its starting value.
ResetAffectedTeam<public>():void = external {}
changing_booth_device<public> := class<concrete><final>(creative_device_base):
- Allows players to change their outfit in game
end_game_device<public> := class<concrete><final>(creative_device_base):
- Used to configure rules that can end the current round or game.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Ends the round/game. Uses
Agent
's team to determine if the round/game ends when Activating Team is enabled.Activate<public>(Agent:agent):void = external {}
race_manager_device<public> := class<concrete><final>(creative_device_base):
- Used with the
race_checkpoint_device
to create more advanced racing modes. - Signaled when the race begins.
- Sends the
agent
that started the race.RaceBeganEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
finishes the race. - Sends the
agent
that finished the race.RaceCompletedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
completes their first lap. - Sends the
agent
that finished the lap.FirstLapCompletedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
completes a lap. - Sends the
agent
that finished the lap.LapCompletedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Begins the race.
Begin<public>():void = external {}
- Ends the race.
End<public>():void = external {}
race_checkpoint_device<public> := class<concrete><final>(creative_device_base):
- Used in tandem with
race_manager_device
to define the route players must traverse. - Signaled when this checkpoint becomes the next checkpoint that
agent
s need to pass for the first time. - Sends the first
agent
who is now targeting this checkpoint.CheckpointBecomesCurrentForTheFirstTimeEvent<public>:listenable(agent) = external {}
- Signaled when this checkpoint becomes the current checkpoint for
agent
. - Sends the
agent
who is now targeting this checkpoint.CheckpointBecomesCurrentEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
passes this checkpoint. - Sends the
agent
that passed this checkpoint.CheckpointCompletedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Sets this checkpoint as the current checkpoint for
Agent
. This only functions ifAgent
has not already passed this checkpoint.SetAsCurrentCheckpoint<public>(Agent:agent):void = external {}
item_shop_device<public> := class<concrete><final>(creative_device_base):
- Allows the item shop to be opened when activated
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
ai_patrol_path_device<public> := class<concrete><final>(creative_device_base):
- Used to create patrolling behavior for guards spawned with the
guard_spawner_device
. - Assign an AI to this patrol path.
Assign<public>(Patroller:agent):void = external {}
- Signaled when a guard reaches this device.
NodeReachedEvent<public>:listenable(agent) = external {}
- Signaled when a guard cannot reach the next
ai_patrol_path_device
.NextNodeUnreachableEvent<public>:listenable(agent) = external {}
- Signaled when a guard starts moving on the patrol path.
PatrolPathStartedEvent<public>:listenable(agent) = external {}
- Signaled when a guard stops moving on the patrol path.
PatrolPathStoppedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Commands patroller to follow the Next Patrol Path Group instead of the default Patrol Path Group.
GoToNextPatrolGroup<public>(Patroller:agent):void = external {}
audio_mixer_device<public> := class<concrete><final>(creative_device_base):
- Used to manage sound buses via control bus mixes set on the Audio Mixer Device.
- Activates the mix set on the audio mixer.
ActivateMix<public>():void = external {}
- Deactivates the mix set on the audio mixer.
DeactivateMix<public>():void = external {}
- Adds
Agent
as a target when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.Register<public>(Agent:agent):void = external {}
- Removes
Agent
as a target when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.Unregister<public>(Agent:agent):void = external {}
- Removes all previously registered
agent
s when using the CanBeHeardBy Registered Players or NonRegisteredPlayers options.UnregisterAll<public>():void = external {}
audio_player_device<public> := class<concrete><final>(creative_device_base):
- Used to configure and play audio from the device location or from registered
agent
s. - Enables this device. Allows this device to be triggered from other linked devices (i.e. triggers) and allow calls to
Play
to succeed.Enable<public>():void = external {}
- Disables this device. No longer allows this device to be triggered from other linked devices (i.e. triggers) and will stop any currently playing audio.
Disable<public>():void = external {}
- Starts playing audio from this device for
Agent
. This can only be used when the device is set to be Heard by Instigator.Play<public>(Agent:agent):void = external {}
- Starts playing audio from this device.
Play<public>():void = external {}
- Stops any audio playing from this device for
Agent
. This can only be used when the device is set to be Heard by Instigator.Stop<public>(Agent:agent):void = external {}
- Stops any audio playing from this device.
Stop<public>():void = external {}
- Adds
Agent
as a target to play audio from when activated.Register<public>(Agent:agent):void = external {}
- Removes
Agent
as a target to play audio from when activated.Unregister<public>(Agent:agent):void = external {}
- Removes all previously registered
agent
s as valid targets to play audio from when activated.UnregisterAll<public>():void = external {}
- Shows this device in the world.
Show<public>()<transacts>:void = external {}
- Hides this device from the world.
Hide<public>()<transacts>:void = external {}
bouncer_device<public> := class<concrete><final>(creative_device_base):
- Used to create a bouncer that can launch players, vehicles, and more into the air with optional effects.
- Signaled when the condition in the On Bounced Trigger option is met and someone or something is launched.
- Sends the
agent
that bounced. If a vehicle bounced, sends the driver. If a projectile bounced, sends its instigator. - Sends
false
if something else bounced, including a vehicle with no driverBouncedEvent<public>:listenable(?agent) = external {}
- Signaled when the heal effect starts for an
agent
.HealStartEvent<public>:listenable(agent) = external {}
- Signaled when the heal effect stops for an
agent
.HealStopEvent<public>:listenable(agent) = external {}
- Enables bouncing on this device, as well as any visual and audio effects.
Enable<public>():void = external {}
- Disables bouncing on this device, as well as any visual and audio effects.
Disable<public>():void = external {}
<public> := class<concrete><final>(creative_device_base):
- Used to trigger a custom response to a Primary or Secondary signal, sent by a Signal Remote item.
- Signaled when a player has triggered the Primary signal using a Signal Remote item. (Fire button)
- Sends the
agent
that triggered the signal.PrimarySignalEvent<public>:listenable(agent) = external {}
- Signaled when a player has triggered the Secondary signal using a Signal Remote item. (ADS button)
- Sends the
agent
that triggered the signal.SecondarySignalEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
creature_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn one or more waves of creatures of customizable types at selected time intervals.
- Signaled when a creature is spawned.
- Sends the
agent
creature who was spawned.SpawnedEvent<public>:listenable(agent) = external {}
- Signaled when a creature is eliminated.
Source
is theagent
that has eliminated the creature. If the creature was eliminated by a non-agent thenSource
is 'false'.Target
is the creature that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Destroys this device.
DestroySpawner<public>():void = external {}
- Eliminates all creatures spawned by this device.
EliminateCreatures<public>():void = external {}
- Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
creature_placer_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn a creature at a specified location.
- Signaled when a creature is spawned.
- Sends the
agent
creature who was spawned.SpawnedEvent<public>:listenable(agent) = external {}
- Signaled when the creature is eliminated.
- Sends the
agent
that eliminated the creature. - Sends
false
if the creature was eliminated by something other than anagent
e.g. a vehicle.EliminatedEvent<public>:listenable(?agent) = external {}
- Spawns the creature.
Spawn<public>():void = external {}
- Despawns the creature.
Despawn<public>():void = external {}
creature_manager_device<public> := class<concrete><final>(creative_device_base):
- Used to customize one creature type at a time. Place multiple
creature_manager_device
s for each type of creature on your island. - Sends the
agent
that eliminated the creature.MatchingCreatureTypeEliminatedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
elimination_feed_device<public> := class<concrete><final>(creative_device_base):
- Used to send custom messages to the elimination feed.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates this device.
Agent
is used as the instigator of the action.Activate<public>(Agent:agent):void = external {}
- Activates this device.
- Requires Activated by Team / Class be set to
All
.Activate<public>():void = external {}
down_but_not_out_device<public> := class<concrete><final>(creative_device_base):
- aka DNBO
- Used to customize (or prevent) the 'down but not out' player state between 'healthy' and 'removed from game'.
- Signaled when an
agent
is set to thedown but not out
player state. - Sends the
agent
that was downed.AgentDownedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
in thedown but not out
player state is picked up. - Sends the
agent
that was picked up.AgentPickedUpEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
in thedown but not out
player state is dropped. - Sends the
agent
that was dropped.AgentDroppedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
in thedown but not out
player state is thrown. - Sends the
agent
that was thrown.AgentThrownEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
in thedown but not out
player state is revived. - Sends the
agent
that was revived.AgentRevivedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
is the aggressor of a shake down. - Sends the
agent
that is the aggressor.ShakeDownEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
is the victim of a shake down. - Sends the
agent
that is the victim.ShakenDownEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Sets the
Agent
to thedown but not out
player state.Down<public>(Agent:agent):void = external {}
- Sets the
Agent
to thehealthy
player state if they are in thedown but not out
player state.Revive<public>(Agent:agent):void = external {}
firefly_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn fireflies that can be collected by
agent
s. - Signaled when a firefly is collected.
- Sends the
agent
collected the firefly.OnFirefliesCollected<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Spawns new fireflies. The previous fireflies will be destroyed before a new fireflies spawn.
Respawn<public>():void = external {}
- Resets respawn count.
ResetRespawnCount<public>():void = external {}
input_trigger_device<public> := class<concrete><final>(creative_device_base):
- Used to listen for the player activating or releasing certain inputs.
- The input is defined by the Input option.
- Players can configure the key for the input in the Creative Input Actions section of the Keyboard Settings.
- Enables this device.
- An Input Trigger will listen for inputs from players that meet the device requirements.
Enable<public>():void = external {}
- Disables this device.
- A disabled Input Trigger will not listen for inputs and will never show on the HUD.
Disable<public>():void = external {}
- Signaled when the tracked input is pressed by an
agent
. - Sends the
agent
that pressed the input.PressedEvent<public>:listenable(agent) = external {}
- Signaled when the tracked input is released by an
agent
. - Sends the
agent
that released the input. - Sends the
float
duration that the input was held.ReleasedEvent<public>:listenable(tuple(agent, float)) = external {}
- Adds
Agent
to the registered player list. - Registered Player Behavior determines whether registered players meet the device requirements.
Register<public>(Agent:agent):void = external {}
- Removes
Agent
from the registered player list. - Registered Player Behavior determines whether registered players meet the device requirements.
Unregister<public>(Agent:agent):void = external {}
- Clears the list of registered players.
- Registered Player Behavior determines whether registered players meet the device requirements.
UnregisterAll<public>():void = external {}
- Succeeds if
Agent
is currently holding the input.IsHeld<public>(Agent:agent)<transacts><decides>:void = external {}
item_placer_device<public> := class<concrete><final>(creative_device_base):
- Allows pickup items to be placed in the world..
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
video_player_device<public> := class<concrete><final>(creative_device_base):
- Used to display curated videos onto in-game screens or player HUDs.
- Signaled when this device becomes the controlling streaming device for the
agent
.StreamStartedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Enables collision checks on this device.
EnableCollision<public>():void = external {}
- Disables collision checks on this device.
DisableCollision<public>():void = external {}
- Transitions to fullscreen for
Agent
.EnterFullScreen<public>(Agent:agent):void = external {}
- Transitions to fullscreen for
Agent
.ExitFullScreen<public>(Agent:agent):void = external {}
- Hides the picture-in-picture video from
Agent
.HidePIP<public>(Agent:agent):void = external {}
- Transitions the picture-in-picture video to the default size for
Agent
.MakePIPDefaultSize<public>(Agent:agent):void = external {}
- Transitions the picture-in-picture video to full screen for
Agent
.MakePIPFullScreen<public>(Agent:agent):void = external {}
- Turns off all streaming devices of this type on the island.
EndForAll<public>():void = external {}
- Restart the stream from the beginning.
Restart<public>():void = external {}
- Seeks to the Triggered Seek Time. Caution: The stream will pause while the video buffers when seeking.
Seek<public>():void = external {}
- Stops the currently playing stream and starts the custom stream with the audio only playing from this device. Stream Priority will not work until control is released.
TakeControl<public>():void = external {}
- If any streaming device has forced control of the stream, this will release it and play the highest priority stream in line.
ReleaseControl<public>():void = external {}
dance_mannequin_device<public> := class<concrete><final>(creative_device_base):
- Used to project a hologram of a character performing dance emotes.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates the hologram using Default Preset options.
ActivateDefaultPreset<public>():void = external {}
- Activates the hologram using Preset 2 options.
ActivatePreset2<public>():void = external {}
- Activates the hologram using Preset 3 options.
ActivatePreset3<public>():void = external {}
- Activates the hologram using
Agent
's skin and emotes.ActivateSkinAndEmoteCapture<public>(Agent:agent):void = external {}
- Deactivates the hologram.
DeactivateSkinAndEmoteCapture<public>():void = external {}
<public> := class<concrete><final>(creative_device_base):
- Used to manipulate the properties of one or more props in a specified area (e.g. Visibility/Destructibility).
- Signaled when props affected by this device are damaged.
- Sends the
agent
that damaged the prop.DamagedEvent<public>:listenable(agent) = external {}
- Signaled when props affected by this device are destroyed.
- Sends the
agent
that destroyed the prop.DestroyedEvent<public>:listenable(agent) = external {}
- Signaled when prop resource nodes affected by this device are harvested.
- Sends the
agent
that harvested resources from the prop.HarvestingEvent<public>:listenable(agent) = external {}
- Signaled when prop resource nodes affected by this device are completely depleted of energy.
- Sends the
agent
that depleted the prop's energy.ResourceDepletionEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Shows all props affected by this device.
ShowProps<public>():void = external {}
- Hides all props affected by this device.
HideProps<public>():void = external {}
- Empties the resources of all props affected by this device.
ExhaustResources<public>():void = external {}
- Restocks the resources of all props affected by this device.
RestockResources<public>():void = external {}
- Restores health of all props affected by this device.
RestoreHealth<public>():void = external {}
- Sets the Override Resource option to Yes.
SetResourceOverridesActive<public>():void = external {}
- Sets the Override Resource option to No.
DisableResourceNodeOverrides<public>():void = external {}
customizable_light_device<public> := class<concrete><final>(creative_device_base):
- Used to create a light which can have its color and brightness manipulated in response to in-game events.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the light to its initial state.
Reset<public>():void = external {}
- Turns on the light.
TurnOn<public>():void = external {}
- Turns off the light.
TurnOff<public>():void = external {}
- Toggles between
TurnOn
andTurnOff
.Toggle<public>():void = external {}
- Dims the light by Dimming Amount.
DimLight<public>():void = external {}
- Brightens the light by Dimming Amount.
UndimLight<public>():void = external {}
player_counter_device<public> := class<concrete><final>(creative_device_base):
- Used to track and react to how many players are in a particular area, and optionally display that information in game.
- Signaled when the player count matches Target Player Count. The frequency of evaluation against Target Player Count can be controlled through the device settings.
CountSucceedsEvent<public>:listenable(tuple()) = external {}
- Signaled when the player count does not match Target Player Count. The frequency of evaluation against Target Player Count can be controlled through the device settings.
CountFailsEvent<public>:listenable(tuple()) = external {}
- Signaled when a valid player enters the zone and is counted. The frequency of evaluation against the Target Player Count can be controlled through the device settings.
- Sends the
agent
that is now being counted.CountedEvent<public>:listenable(agent) = external {}
- Signaled when a player is no longer counted by this device, such as when they leave the zone, leave the game, or are assigned to a different
team
or class. - Sends the
agent
that is no longer being counted.RemovedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets Target Player Count to the default value defined in the device settings. If Target Player Count was previously incremented or decremented, this reset immediately triggers a new comparison.
Reset<public>():void = external {}
- Increments Target Player Count by
1
. Immediately triggers a new comparison.IncrementTargetCount<public>():void = external {}
- Decrements Target Player Count by
1
. Immediately triggers a new comparison.DecrementTargetCount<public>():void = external {}
- Triggers an evaluation of the current count vs Target Player Count, signaling
CountSucceedsEvent
orCountFailsEvent
based on the evaluation result.CompareToTarget<public>():void = external {}
- Triggers
CountedEvent
for allagent
s currently being counted.TransmitForAllCounted<public>():void = external {}
- Adds the player to the registered player list.
- Track Registered Players determines how registered players are counted.
Register<public>(Agent:agent):void = external {}
- Removes the player from the registered player list.
- Track Registered Players determines how registered players are counted.
Unregister<public>(Agent:agent):void = external {}
- Clears all players from the list of registered players.
- Track Registered Players determines how registered players are counted.
UnregisterAll<public>():void = external {}
- Show this device in the world as an info panel showing Current + Required player counts.
ShowInfoPanel<public>():void = external {}
- Hide this device info panel from the world.
HideInfoPanel<public>():void = external {}
- Returns whether this device is represented in the world as an info panel showing Current + Required player counts.
IsShowingInfoPanel<public>()<transacts><decides>:void = external {}
- Sets the number of players required for this counter to succeed. Immediately triggers a new comparison.
SetTargetCount<public>(Count:int):void = external {}
- Returns the number of players required for this counter to succeed.
GetTargetCount<public>()<transacts>:int = external {}
- Returns the number of players currently counted by this device
GetCount<public>()<transacts>:int = external {}
- Is true if the device is currently succeeding in its comparison.
IsPassingTest<public>()<transacts><decides>:void = external {}
- Is true if
Agent
is currently counted by this device.IsCounted<public>(Agent:agent)<transacts><decides>:void = external {}
skydome_device<public> := class<concrete><final>(creative_device_base):
- Controls how the sky looks, as well as giving you options for changing the sky
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
sentry_device<public> := class<concrete><final>(creative_device_base):
- Generates an AI bot that spawns in a location and usually attacks players when they come in range.
- Signaled when the sentry is alerted to an
agent
. - Sends the
agent
who alerted the sentry.AlertedEvent<public>:listenable(agent) = external {}
- Signaled when the sentry exists the alert state.
ExitsAlertEvent<public>:listenable(tuple()) = external {}
- Signaled when the sentry enters the alert state.
EntersAlertCooldownEvent<public>:listenable(tuple()) = external {}
- Signaled when a sentry attacks an
agent
. - Sends the
agent
who is being attacked.
AttackingEvent<public>:listenable(agent) = external {}
- Signaled when a sentry is eliminated.
- Sends the
agent
that eliminated the sentry. If the sentry was eliminated by a non-agent thenfalse
is returned.
EliminatedEvent<public>:listenable(?agent) = external {}
- Signaled when the sentry eliminates a creature.
EliminatingACreatureEvent<public>:listenable(tuple()) = external {}
- Signaled when a sentry eliminates an
agent
. - Sends the
agent
who was eliminated by the sentry.
EliminatingAgentEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Spawns the sentry.
Spawn<public>():void = external {}
- Destroys the current sentry.
DestroySentry<public>():void = external {}
- Sets the sentry to the same team
Agent
is on.JoinTeam<public>(Agent:agent):void = external {}
- Resets the sentry to the original team designated in the device options.
ResetTeam<public>():void = external {}
- Puts the sentry into the pacify state, preventing from entering the alert (attacking) state.
Pacify<public>():void = external {}
- Puts the sentry into the alert state.
EnableAlert<public>():void = external {}
- Sets the sentry to target
Agent
. The sentry will not target agents on the same team as the sentry.Target<public>(Agent:agent):void = external {}
- Resets the alert state.
ResetAlertCooldown<public>():void = external {}
supply_drop_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn and configure an aerial supply drop that can provide players with customized weapons/supplies.
- Signaled when the balloon on the supply crate is popped.
- Sends the
?agent
that popped the balloon. If noagent
popped the balloon returnsfalse
.BalloonPoppedEvent<public>:listenable(?agent) = external {}
- Signaled when the supply crate is opened.
- Sends the
agent
that opened the crate.OpenedEvent<public>:listenable(agent) = external {}
- Signaled when the supply crate lands for the first time.
LandingEvent<public>:listenable(tuple()) = external {}
- Spawns a supply drop provided one hasn't already spawned. Owning Team is set to
Agent
's team.Spawn<public>(Agent:agent):void = external {}
- Spawns a supply drop provided one hasn't already spawned.
Spawn<public>():void = external {}
- Destroys the balloon and causes the supply crate to freefall.
DestroyBalloon<public>():void = external {}
- Opens the supply crate, ignoring the locked or unlocked state.
Agent
acts as the instigator of the open action.Open<public>(Agent:agent):void = external {}
- Locks the supply crate so
agent
s cannot open it.Lock<public>():void = external {}
- Unlocks the supply crate so
agent
s can open it.Unlock<public>():void = external {}
vfx_creator_device<public> := class<concrete><final>(creative_device_base):
- Used to create and customize your own visual effects. This is more flexible than the
vfx_spawner_device
, which gives you a selection of pre-made visual effects to choose from but limits how much you can customize or change those effects. - Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Toggles between
Enable
andDisable
.ToggleEnabled<public>():void = external {}
- Starts playing the effect.
Begin<public>():void = external {}
- Starts the effect at
Agent
's location. This option is only valid if Stick to Player is enabled.Begin<public>(Agent:agent):void = external {}
- Starts the effect at every
agent
's location. This option is only valid if Stick to Player is enabled.BeginForAll<public>():void = external {}
- Ends playing the effect.
End<public>():void = external {}
- Ends the effect at
Agent
's location. This option is only valid if Stick to Player is enabled.End<public>(Agent:agent):void = external {}
- Ends the effect at every
agent
's locations. This option is only valid if Stick to Player is enabled.EndForAll<public>():void = external {}
- Toggles between
Begin
andEnd
.Toggle<public>():void = external {}
- Toggles between
Begin
andEnd
.Toggle<public>(Agent:agent):void = external {}
- Toggles between
BeginForAll
andEndForAll
.ToggleForAll<public>():void = external {}
- Pauses the effect if the effect is running. If the effect is paused, unpauses the effect. Pausing an effect causes the effect to freeze in place.
TogglePause<public>():void = external {}
- Pauses the effect at
Agent
's locations if it is playing, or resumes the effect if it is paused. - When paused the effect freezes in place.
TogglePause<public>(Agent:agent):void = external {}
- Pauses the effect at every
agent
's locations if it is playing, or resumes the effect if it is paused. - When paused the effect freezes in place.
TogglePauseForAll<public>():void = external {}
- Removes the effect from
Agent
and continues playing at the device location. This option is only valid if Stick to Player is enabled.Remove<public>(Agent:agent):void = external {}
- Removes the effect for every
agent
and continues playing at the device location. This option is only valid if Stick to Player is enabled.RemoveFromAll<public>():void = external {}
- Spawns the effect at
Agent
's location. This option is only valid if Stick to Player is enabled.SpawnAt<public>(Agent:agent):void = external {}
vfx_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to place visual effects around your island. You can use these effects to enhance the overall theme and experience of your game.
- Signaled when the effect is enabled.
EffectEnabledEvent<public>:listenable(tuple()) = external {}
- Signaled when the effect is disabled.
EffectDisabledEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Restarts the VFX. Triggers the VFX if it's Burst VFX.
Restart<public>():void = external {}
water_device<public> := class<concrete><final>(creative_device_base):
- Used to create and manipulate volumes of water where players can swim, fish, or drive boats.
- Signaled when an
agent
enters the water. - Sends
agent
that entered the water.AgentEntersWaterEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits the water. - Sends
agent
that exited the water.AgentExitsWaterEvent<public>:listenable(agent) = external {}
- Signals when the volume is filled to the water level set in the
Default Vertical Water Percentage
option.VerticalFillingCompletedEvent<public>:listenable(tuple()) = external {}
- Signals when the water volume is completely empty.
VerticalEmptyingCompletedEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the water level in the volume to the value set in the Default Vertical Water Percentage option.
Reset<public>():void = external {}
- Starts vertically emptying the water in the volume.
BeginVerticalEmptying<public>():void = external {}
- Starts vertically filling the water in the volume.
BeginVerticalFilling<public>():void = external {}
- Stops filling or emptying the volume.
StopVerticalMovement<public>():void = external {}
- Resumes either filling or emptying the volume.
ResumeVerticalMovement<public>():void = external {}
skydive_volume_device<public> := class<concrete><final>(effect_volume_device):
- Used to create a zone where players are put into a skydive state.
- Signaled when an
agent
enters the volume. - Sends the
agent
that entered the volume.AgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits the volume. - Sends the
agent
that exited the volume.AgentExitsEvent<public>:listenable(agent) = external {}
- Signaled when the zone changes from empty to occupied.
- Sends the
agent
that entered the volume.ZoneOccupiedEvent<public>:listenable(agent) = external {}
- Signaled when the zone changes from occupied to empty.
- Sends the
agent
that last left the volume.ZoneEmptiedEvent<public>:listenable(agent) = external {}
- Enables volume locking which prevents users from leaving the volume once they've entered.
EnableVolumeLocking<public>():void = external {}
- Disables volume locking which prevents users from leaving the volume once they've entered.
DisableVolumeLocking<public>():void = external {}
- Is true when
Agent
is in the volume.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
mutator_zone_device<public> := class<concrete><final>(effect_volume_device):
- Used to specify a zone where custom gameplay effects can be applied (e.g. gravity, no build, no weapons).
- Signaled when an
agent
in this zone begins emoting. This will not signal if theagent
is on the Safe Team or if Affects Players is disabled. - Sends the
agent
that started emoting.AgentBeginsEmotingEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
in this zone ends emoting. This will not signal if theagent
is on the Safe Team or if Affects Players is disabled. - Sends the
agent
that stopped emoting.AgentEndsEmotingEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
enters this zone. - Sends the
agent
entering this zone.AgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits this zone. - Sends the
agent
exiting this zone.AgentExitsEvent<public>:listenable(agent) = external {}
- Updates
Selected Class
toAgent
's class.UpdateSelectedClass<public>(Agent:agent):void = external {}
- Updates
Selected Team
toAgent
's team.UpdateSelectedTeam<public>(Agent:agent):void = external {}
- Is true when
Agent
is in the zone.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
fire_volume_device<public> := class<concrete><final>(effect_volume_device):
- Used to specify an area which allows (or prevents) various objects, terrain, or buildings from being set on fire.
- Extinguishes objects inside this device area.
Extinguish<public>():void = external {}
- Ignites objects inside this device area.
Ignite<public>():void = external {}
effect_volume_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for types of volumes with special gameplay properties.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
damage_volume_device<public> := class<concrete><final>(effect_volume_device):
- Used to specify an area volume which can damage
agent
s, vehicles, and creatures. - Signaled when an
agent
enters the volume. - Sends the
agent
entering the volume.AgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits the volume. - Sends the
agent
exiting the volume.AgentExitsEvent<public>:listenable(agent) = external {}
UpdateSelectedClass<public>(Agent:agent):void = external {}
UpdateSelectedTeam<public>(Agent:agent):void = external {}
- Sets the damage to be applied each tick within the volume.
Damage
is clamped between1
and500
.SetDamage<public>(Damage:int):void = external {}
- Returns the damage to be applied each tick within the volume.
GetDamage<public>()<transacts>:int = external {}
- Is true when
Agent
is in the zone.IsInVolume<public>(Agent:agent)<transacts><decides>:void = external {}
barrier_device<public> := class<concrete><final>(creative_device_base):
- Creates an impenetrable zone that can block
agent
movement and weapon fire. - Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Adds the specified
agent
to a list of additionalagent
s that the Barrier should ignore. This list is in addition to the Ignore Team and Ignore Class options. Note: Has no effect on bullets.AddToIgnoreList<public>(Agent:agent):void = external {}
- Removes the specified
agent
from the ignore list. Theagent
will still be ignored if they are on an ignored team or of an ignored class.RemoveFromIgnoreList<public>(Agent:agent):void = external {}
- Removes all
agent
s from the ignore list.Agent
s will still be ignored if they are on an ignored team or of an ignored class.RemoveAllFromIgnoreList<public>():void = external {}
visual_effect_powerup_device<public> := class<concrete><final>(powerup_device):
- Used to trigger a visual effect (a glow or an outline) when
agent
s pick it up.using {/UnrealEngine.com/Temporary/SpatialMath}
vending_machine_device<public> := class<concrete><final>(creative_device_base):
- Holds and spawns items, with an optional cost for each item. Can hold up to three items, and
agent
s can cycle between these by hitting the machine with their pickaxe. - Signaled when an item is spawned from this device.
- Sends the
agent
that used this device.ItemSpawnedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Cycles the screen to show the next item.
CycleToNextItem<public>():void = external {}
- Spawns an item.
SpawnItem<public>():void = external {}
trigger_device<public> := class<concrete><final>(trigger_base_device):
- Used to relay events to other linked devices.
- Signaled when an
agent
triggers this device. - Sends the
agent
that used this device. Returnsfalse
if noagent
triggered the action (ex: it was triggered through code).TriggeredEvent<public>:listenable(?agent) = external {}
- Triggers this device with
Agent
being passed as theagent
that triggered the action. Use anagent
reference when this device is setup to require one for instance, you want to trigger the device only with a particularagent
.Trigger<public>(Agent:agent):void = external {}
- Triggers this device, causing it to activate its
TriggeredEvent
event.Trigger<public>():void = external {}
trigger_base_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for various specialized trigger devices. See also: *
trigger_device
*perception_trigger_device
*attribute_evaluator_device
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the number of times this device has been activated. This will set
GetTriggerCountRemaining
back to0
Reset<public>():void = external {}
- Sets max times device can be triggered
0
can be used to indicate no limit on trigger count.MaxCount
is clamped between [0,20].SetMaxTriggerCount<public>(MaxCount:int):void = external {}
- Gets the maximum amount of times this device can trigger.
0
indicates no limit on trigger count.GetMaxTriggerCount<public>()<transacts>:int = external {}
- Returns the number of times that this device can still be triggered before hitting
GetMaxTriggerCount
. - Returns
0
ifGetMaxTriggerCount
is unlimited.GetTriggerCountRemaining<public>()<transacts>:int = external {}
- Sets the time (in seconds) after triggering, before the device can be triggered again if
MaxTrigger
count allows.SetResetDelay<public>(Time:float):void = external {}
- Gets the time (in seconds) before the device can be triggered again if
MaxTrigger
count allows.GetResetDelay<public>()<transacts>:float = external {}
- Sets the time (in seconds) which must pass after triggering, before this device informs other external devices that it has been triggered.
SetTransmitDelay<public>(Time:float):void = external {}
- Gets the time (in seconds) which must pass after triggering, before this device informs other external devices that it has been triggered.
GetTransmitDelay<public>()<transacts>:float = external {}
trick_tile_device<public> := class<concrete><final>(creative_device_base):
- A trap device that destroys the tile it's placed on when activated.
- Signaled when the tile this device is attached to is removed. This may occur later than
TriggeredEvent
if Activation Delay is set on the device. - Sends the
agent
that activated this device.ActivatedEvent<public>:listenable(agent) = external {}
- Signaled when this device is triggered.
- Sends the
agent
that triggered this device.TriggeredEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device. While disabled this device will not react to incoming events.
Disable<public>():void = external {}
- Flips the device between
Enabled
andDisable
.ToggleEnabled<public>():void = external {}
- Restores the tile removed when this device was triggered.
Reset<public>():void = external {}
- Enables this device to trigger when an
agent
makes contact with the device.EnableAgentContactTrigger<public>():void = external {}
- Disables this device from triggering when an
agent
makes contact with the device.DisableAgentContactTrigger<public>():void = external {}
- Flips the device between
EnableAgentContactTrigger
andDisableAgentContactTrigger.
ToggleAgentContactTrigger():void = external {}` - Triggers the device, removing the associated tile.
Trigger<public>():void = external {}
- Teleports the
trick_tile_device
to the specifiedPosition
andRotation
. - Only the trigger will teleport, the target buildings will not change.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
- Teleports the
trick_tile_device
to the specified location defined byTransform
, also applies rotation and scale accordingly. - Only the trigger will teleport, the target buildings will not change.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}
- Moves the
trick_tile_device
to the specifiedPosition
andRotation
over the specified time, in seconds. - Only the trigger will move, the target buildings will not change.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
- Moves the
trick_tile_device
to the specifiedTransform
over the specified time, in seconds. - Only the trigger will move, the target buildings will not change.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
tracker_device<public> := class<concrete><final>(creative_device_base):
- Allows creation and HUD tracking of custom objectives for
agent
s to complete. - Resets the progress for
Agent
and anyagent
s sharing progress.Reset<public>(Agent:agent):void = external {}
- Signaled when the tracked value reaches
GetTarget
for anagent
. - Sends the
agent
that reachedGetTarget
for their tracked value.CompleteEvent<public>:listenable(agent) = external {}
- Assigns the device to
Agent
(and anyagent
s sharing progress).Assign<public>(Agent:agent):void = external {}
- Assigns this device to all valid
agent
s.AssignToAll<public>():void = external {}
- Removes this device from
Agent
and anyagent
s sharing progress.Remove<public>(Agent:agent):void = external {}
- Removes this device from all valid
agent
s.RemoveFromAll<public>():void = external {}
- The objective immediately completes.
Complete<public>(Agent:agent):void = external {}
- Increases the tracked value by Amount to Change on Received Signal for
Agent
.Increment<public>(Agent:agent):void = external {}
- Decrease the tracked value by Amount to Change on Received Signal for
Agent
.Decrement<public>(Agent:agent):void = external {}
- Increases the target value for
Agent
by 1.IncreaseTargetValue<public>(Agent:agent):void = external {}
- Decreases the target value for
Agent
by 1.DecreaseTargetValue<public>(Agent:agent):void = external {}
- Saves tracked progress for
Agent
. Only valid if Use Persistence is set to Use.Save<public>(Agent:agent):void = external {}
- Loads tracked progress for
Agent
. Only valid if Use Persistence is set to Use.Load<public>(Agent:agent):void = external {}
- Loads tracked progress for all valid
agent
s. Only valid if Use Persistence is set to Use.LoadForAll<public>():void = external {}
- Clears tracked progress for
Agent
. Only valid if Use Persistence is set to Use.ClearPersistence<public>(Agent:agent):void = external {}
- Sets a description for the
tracker_device
, which is displayed if Show on HUD is enabled. Text
has a 64 character limit.SetDescriptionText<public>(Text:message):void = external {}
- Sets the target value that must be achieved in order for
CompleteEvent
to trigger. - Clamped to
0 <= TargetValue <= 10000
.SetTarget<public>(TargetValue:int):void = external {}
- Returns the target value that must be achieved in order for
CompleteEvent
to trigger. - Clamped to
0 <= GetTarget <= 10000
.GetTarget<public>()<transacts>:int = external {}
- Sets the current tracked value for the device for all active players.
SetValue<public>(Value:int):void = external {}
- Sets the current tracked value for the device for the Team at the
TeamIndex
. - If Sharing is set to Individual, this will set the value for all team members.
- If Sharing is set to All, this will set the value for all players.
SetValue<public>(TeamIndex:int, Value:int):void = external {}
- Sets the current tracked value for the device for a specific 'Agent'.
- If Sharing is set to Team, this will set the value for their team.
- If Sharing is set to All, this will set the value for everyone.
SetValue<public>(Agent:agent, Value:int):void = external {}
- Returns the current total tracked value for all players.
GetValue<public>()<transacts>:int = external {}
- Returns the current total tracked value for the team at
TeamIndex
.GetValue<public>(TeamIndex:int)<transacts>:int = external {}
- Returns the current tracked value for
Agent
.GetValue<public>(Agent:agent)<transacts>:int = external {}
- Set HUD title
Text
has a 32 character limit.SetTitleText<public>(Text:message):void = external {}
- Is true if
Agent
currently has the quest active.IsActive<public>(Agent:agent)<transacts><decides>:void = external {}
- Is true if
Agent
has reached the TargetValue for the tracker.HasReachedTarget<public>(Agent:agent)<transacts><decides>:void = external {}
timer_device<public> := class<concrete><final>(creative_device_base):
- Provides a way to keep track of the time something has taken, either for scoreboard purposes, or to trigger actions. It can be configured in several ways, either acting as a countdown to an event that is triggered at the end, or as a stopwatch for an action that needs to be completed before a set time runs out.
- Signaled when the timer completes or ends with success.
- Sends the
agent
that activated the timer, if any.SuccessEvent<public>:listenable(?agent) = external {}
- Signaled when the timer completes or ends with failure.
- Sends the
agent
that activated the timer, if any.FailureEvent<public>:listenable(?agent) = external {}
- Signaled when the timer enters Urgency Mode.
- Sends the
agent
that activated the timer, if any.StartUrgencyModeEvent<public>:listenable(?agent) = external {}
- Enables this device for
Agent
.Enable<public>(Agent:agent):void = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device for
Agent
. While disabled this device will not receive signals.Disable<public>(Agent:agent):void = external {}
- Disables this device. While disabled this device will not receive signals.
Disable<public>():void = external {}
- Resets the timer back to its base time and stops it for
Agent
.Reset<public>(Agent:agent):void = external {}
- Resets the timer back to its base time and stops it.
Reset<public>():void = external {}
- Resets the timer back to its base time and stops it for all
agent
s.ResetForAll<public>(Agent:agent):void = external {}
- Resets the timer back to its base time and stops it for all
agent
s.ResetForAll<public>():void = external {}
- Starts the timer for
Agent
.Start<public>(Agent:agent):void = external {}
- Starts the timer.
Start<public>():void = external {}
- Pauses the timer for
Agent
.Pause<public>(Agent:agent):void = external {}
- Pauses the timer.
Pause<public>():void = external {}
- Resumes the timer for
Agent
.Resume<public>(Agent:agent):void = external {}
- Resumes the timer.
Resume<public>():void = external {}
- Completes the timer for
Agent
.Complete<public>(Agent:agent):void = external {}
- Completes the timer.
Complete<public>():void = external {}
- Starts the timer for all
agent
s. `StartForAll(Agent:agent):void = external {} - Starts the timer for all
agent
s.StartForAll<public>():void = external {}
- Pauses the timer for all
agent
s.PauseForAll<public>(Agent:agent):void = external {}
- Pauses the timer for all
agent
s.PauseForAll<public>():void = external {}
- Resumes the timer for all
agent
s.ResumeForAll<public>(Agent:agent):void = external {}
- Resumes the timer for all
agent
s.ResumeForAll<public>():void = external {}
- Completes the timer for all
agent
s.CompleteForAll<public>(Agent:agent):void = external {}
- Completes the timer for all
agent
s.CompleteForAll<public>():void = external {}
- Saves this device's data for
Agent
.Save<public>(Agent:agent):void = external {}
- Loads this device's saved data for
Agent
.Load<public>(Agent:agent):void = external {}
- Clears this device's saved data for
Agent
.ClearPersistenceData<public>(Agent:agent):void = external {}
- Clears this device's saved data for all
agent
s.ClearPersistenceDataForAll<public>(Agent:agent):void = external {}
- Clears this device's saved data for all
agent
s.ClearPersistenceDataForAll<public>():void = external {}
- Sets the remaining time (in seconds) on the timer, if active, on
Agent
.SetActiveDuration<public>(Time:float, Agent:agent):void = external {}
- Sets the remaining time (in seconds) on the timer, if active. Use this function if the timer is set to use the same time for all
agent
's.SetActiveDuration<public>(Time:float):void = external {}
- Returns the remaining time (in seconds) on the timer for
Agent
.GetActiveDuration<public>(Agent:agent)<transacts>:float = external {}
- Returns the remaining time (in seconds) on the timer if it is set to be global.
GetActiveDuration<public>()<transacts>:float = external {}
- Sets the lap time indicator for
Agent
.SetLapTime<public>(Agent:agent):void = external {}
- Sets the lap time indicator for all
agent
s.SetLapTimeForAll<public>(Agent:agent):void = external {}
- Sets the lap time indicator for all
agent
s.SetLapTimeForAll<public>():void = external {}
- Sets the maximum duration of the timer (in seconds).
SetMaxDuration<public>(Time:float):void = external {}
- Returns the maximum duration of the timer (in seconds).
GetMaxDuration<public>()<transacts>:float = external {}
- Succeeds if this device is tracking timer state for each individual
agent
independently. Fails if state is being tracked globally for allagent
's.IsStatePerAgent<public>()<transacts><decides>:void = external {}
timed_objective_device<public> := class<concrete><final>(creative_device_base):
- Configures game modes where players can start or stop timers to advance gameplay objectives, such as Attack/Defend Bomb objectives.
- Signaled when the objective begins.
- Sends the
agent
that started the timer.BeganEvent<public>:listenable(agent) = external {}
- Signaled when the objective ends.
- Sends the
agent
that stopped the timer.EndedEvent<public>:listenable(agent) = external {}
- Signaled when the objective is paused.
- Sends the
agent
that paused the timer.PausedEvent<public>:listenable(agent) = external {}
- Signaled when the objective is resumed.
- Sends the
agent
that resumed the timer.ResumedEvent<public>:listenable(agent) = external {}
- Signaled when the objective is restarted.
- Sends the
agent
that restarted the timer.RestartedEvent<public>:listenable(agent) = external {}
- Signaled when the objective is completed.
- Sends the
agent
that started the timer or completed the timer by callingComplete
.CompletedEvent<public>:listenable(agent) = external {}
- Enables the objective for
Agent
.Enable<public>(Agent:agent):void = external {}
- Disables the objective for
Agent
.Disable<public>(Agent:agent):void = external {}
- Makes this device visible.
Show<public>():void = external {}
- Makes this device invisible.
Hide<public>():void = external {}
- Starts the objective with
Agent
acting as the user the interacted this device.Begin<public>(Agent:agent):void = external {}
- Ends the objective with
Agent
acting as the user the interacted this device.End<public>(Agent:agent):void = external {}
- Pauses the objective with
Agent
acting as the user the interacted this device.Pause<public>(Agent:agent):void = external {}
- Resumes the objective with
Agent
acting as the user the interacted this device.Resume<public>(Agent:agent):void = external {}
- Restarts the objective with
Agent
acting as the user the interacted this device.Restart<public>(Agent:agent):void = external {}
- Completes the objective with
Agent
acting as the user the interacted this device.Complete<public>(Agent:agent):void = external {}
teleporter_device<public> := class<concrete><final>(creative_device_base):
- Customizable rift that allows
agent
s to move instantly between locations. You can use this to move players around your island, or create multi-island experiences with teleporters that take players from one island to another. - Signaled when an
agent
enters this device. - Sends the
agent
that entered this device.EnterEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
emerges from this device. - Sends the
agent
that emerged from this device. - TeleportedEvent:listenable(agent) = external {}`
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Teleport
Agent
to the target group using this device.Activate<public>(Agent:agent):void = external {}
- When a link is activated, the current destination teleporter will be able to bring the
agent
back to this origin teleporter. Both origin and destination teleporters need to have this activated to work as expected.ActivateLinkToTarget<public>():void = external {}
- Deactivates any currently active Link. The current destination teleporter will no longer be able to return the agent to this origin teleporter.
DeactivateLinkToTarget<public>():void = external {}
- Resets the currently selected destination teleporter, and selects an eligible destination. If the target is a Teleporter Group, this may be another randomly chosen
teleporter_device
from that group.ResetLinkToTarget<public>():void = external {}
- Teleport
Agent
to this device.Teleport<public>(Agent:agent):void = external {}
team_settings_and_inventory_device<public> := class<concrete><final>(creative_device_base):
- Provides team and inventory configurations that go beyond the choices the My Island settings provide.
- Can also be used to customize individual devices and create variations in team setup.
- Signaled when an enemy of Team is eliminated by a team member.
- Sends the
agent
team member who eliminated the enemy.EnemyEliminatedEvent<public>:listenable(agent) = external {}
- Signaled when a member of Team is eliminated.
- Sends the
agent
that was eliminated.TeamMemberEliminatedEvent<public>:listenable(agent) = external {}
- Signaled when a member of Team is spawned. Sends the
agent
that has spawned.TeamMemberSpawnedEvent<public>:listenable(agent) = external {}
- Signaled when Team runs out of respawns.
TeamOutOfRespawnsEvent<public>:listenable(tuple()) = external {}
- Ends the round and Team wins the round.
EndRound<public>():void = external {}
- Is true if
Agent
is on Team.IsOnTeam<public>(Agent:agent)<transacts><decides>:void = external {}
- Used to place the Infinity Blade on your island. When placed, the Infinity Blade becomes available to any player regardless of team affiliation.
sword_in_the_stone_device<public> := class<concrete><final>(creative_device_base):
storm_controller_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for various specialized storm devices. See also: *
basic_storm_controller_device
*advanced_storm_controller_device
- Signaled when storm resizing ends. Use this with the On Finish Behavior option for better controls.
PhaseEndedEvent<public>:listenable(tuple()) = external {}
- Generates the storm. Generate Storm On Game Start must be set to No if you choose to use
GenerateStorm
.GenerateStorm<public>():void = external {}
- Destroys the storm.
DestroyStorm<public>():void = external {}
- Teleports the
storm_controller_device
to the specifiedPosition
andRotation
. - Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
- Teleports the
storm_controller_device
to the specified location defined byTransform
, also applies rotation and scale accordingly. - Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}
- Moves the
storm_controller_device
to the specifiedPosition
andRotation
over the specified time, in seconds. - Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
- Moves the
storm_controller_device
to the specifiedTransform
over the specified time, in seconds. - Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
shooting_range_target_track_device<public> := class<concrete><final>(creative_device_base):
- A set of customizable pop up targets that can be hit by players to trigger various events.
- Signaled when target is hit in the bullseye area.
BullseyeHitEvent<public>:listenable(tuple()) = external {}
- Signaled when the target is hit by a player.
HitEvent<public>:listenable(tuple()) = external {}
- Signaled when the target is hit by a player.
KnockdownEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves up slightly, making it harder to hit.
HopUpEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves down slightly, making it harder to hit.
HopDownEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves from laying flat to standing upright.
PopUpEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves from standing upright to laying flat.
PopDownEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the target to its initial settings.
Reset<public>():void = external {}
- Moves an active (standing upright) target attached to the track up slightly, in an effort to make it harder to hit
HopUp<public>():void = external {}
- Moves an active (standing upright) target attached to the track down slightly, in an effort to make it harder to hit
HopDown<public>():void = external {}
- Causes the target attached to the track to transition from lying flat (inactive) to standing upright (active)
PopUp<public>():void = external {}
- Causes the target attached to the track to transition from standing upright (active) to lying flat (inactive)
PopDown<public>():void = external {}
- Enables movement on the track. This does not start the target moving, it only enables movement.
EnableTrackMovement<public>():void = external {}
- Disables movement on the track. This prevents any movement from occurring, until track movement is enabled again.
DisableTrackMovement<public>():void = external {}
- Activates the movement track.
ActivateTrack<public>():void = external {}
- Deactivates the movement track.
DeactivateTrack<public>():void = external {}
- Starts the target moving toward the end of the track.
MoveToEnd<public>():void = external {}
- Starts the target moving toward the start of the track.
MoveToStart<public>():void = external {}
shooting_range_target_device<public> := class<concrete><final>(creative_device_base):
- A single customizable pop up target that can be hit by
agent
s to trigger various events. - Signaled when the target is hit in the bullseye area.
BullseyeHitEvent<public>:listenable(tuple()) = external {}
- Signaled when the target is hit by an
agent
.HitEvent<public>:listenable(tuple()) = external {}
- Signaled when the target takes enough damage to get knocked down.
KnockdownEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves up slightly, making it harder to hit.
HopUpEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves down slightly, making it harder to hit.
HopDownEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves from laying flat to standing upright.
PopUpEvent<public>:listenable(tuple()) = external {}
- Signaled when the target moves from standing upright to laying flat.
PopDownEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the target to its initial settings.
Reset<public>():void = external {}
- Moves an active (standing upright) target up slightly, in an effort to make it harder to hit.
HopUp<public>():void = external {}
- Moves an active (standing upright) target down slightly, in an effort to make it harder to hit.
HopDown<public>():void = external {}
- Causes a target to transition from lying flat (inactive) to standing upright (active).
PopUp<public>():void = external {}
- Causes a target to transition from standing upright (active) to lying flat (inactive).
PopDown<public>():void = external {}
score_manager_device<public> := class<concrete><final>(creative_device_base):
- Used to manipulate scores using in-experience triggers. If Activating Team is set to a specific team, then you should use the
agent
overloads of each function. Theagent
's team will be used to determine if thatagent
is allowed to affect the state of the device. - Signaled when the this device reaches its maximum number of triggers as defined by Times Can Trigger.
- Sends the
agent
who last triggered the device.MaxTriggersEvent<public>:listenable(agent) = external {}
- Signaled when the this device awards points to an
agent
. - Sends the
agent
who received the points.ScoreOutputEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>(Agent:agent):void = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>(Agent:agent):void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets this device to its original state.
Reset<public>(Agent:agent):void = external {}
- Resets this device to its original state.
Reset<public>():void = external {}
- Grant points to
Agent
.Activate<public>(Agent:agent):void = external {}
- Grants points.
Activate<public>():void = external {}
- Increments the score quantity to be awarded by the next activation by
1
.Increment<public>(Agent:agent):void = external {}
- Increments the score quantity to be awarded by the next activation by
1
.Increment<public>():void = external {}
- Decrements the score quantity to be awarded by the next activation by
1
.Decrement<public>(Agent:agent):void = external {}
- Decrements the score quantity to be awarded by the next activation by
1
.Decrement<public>():void = external {}
- Sets the score to be awarded by the next activation to
Value
.SetScoreAward<public>(Value:int):void = external {}
- Returns the score to be awarded by the next activation.
GetScoreAward<public>()<transacts>:int = external {}
- Sets the score to be awarded by the next activation to
Agent
's current score.SetToAgentScore<public>(Agent:agent):void = external {}
- Returns the current score for
Agent
.GetCurrentScore<public>(Agent:agent)<transacts>:int = external {}
round_settings_device<public> := class<concrete><final>(creative_device_base):
- Used to customize gameplay for any round-based game. It generally defines what happens to the
agent
's inventory and rewards in each round. - Signaled when a game round starts.
RoundBeginEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Enables the ability for players to Matchmake into the Island. Only applies to published games that have matchmaking turned on in the Island settings
EnableMatchmaking<public>():void = external {}
- Disables the ability for players to Matchmake into the Island. Only applies to published games that have matchmaking turned on in the Island settings
DisableMatchmaking<public>():void = external {}
- Toggles between
EnableMatchmaking
andDisableMatchmaking
.ToggleMatchmaking<public>():void = external {}
- Disables all end-round conditions. The round must be ended through calling
EndRound
or a creative event after this is called.DisableEndRoundConditions<public>():void = external {}
*Ends the round immediately with Agent
's team set as the winner of the round. EndRound<public>(Agent:agent):void = external {}
rng_device<public> := class<concrete><final>(creative_device_base):
- Used to generate random numbers between a minimum and maximum value. Events are signaled when numbers are generated.
- Value Limit 1 is the minimum value for generation.
- Value Limit 2 is the maximum value for generation.
- Signaled when the generated number >= Winning Value.
WinEvent<public>:listenable(tuple()) = external {}
- Signaled when the generated number < Winning Value.
LoseEvent<public>:listenable(tuple()) = external {}
- Signaled when the generated number = maximum.
RolledMaxEvent<public>:listenable(tuple()) = external {}
- Signaled when the generated number = minimum.
RolledMinEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Randomly generate a number between Value Limit 1 and Value Limit 2.
- If the number is >= Winning Value then
WinEvent
is fired. - If the number is < Winning Value then
LoseEvent
is fired. - If the number = minimum then
RolledMinEvent
is fired. - If the number = maximum then
RolledMaxEvent
is fired. Agent
is used as the Instigator of the roll event.Activate<public>(Agent:agent):void = external {}
- Randomly roll a number within the configured min + max value range.
- If the number is >= Winning Value then
WinEvent
is fired. - If the number is < Winning Value then
LoseEvent
is fired. - If the number = minimum then
RolledMinEvent
is fired. - If the number = maximum then
RolledMaxEvent
is fired.Activate<public>():void = external {}
- Cancels the active number generation.
Cancel<public>():void = external {}
radio_device<public> := class<concrete><final>(creative_device_base):
- Used to play curated music from the device or one or more registered
agent
s. - Starts playing audio from this device.
Play<public>():void = external {}
- Stops playing audio from this device.
Stop<public>():void = external {}
- Adds the specified agent as a target for the Radio to play audio from
Register<public>(Agent:agent):void = external {}
- Removes the specified agent as a target for the Radio to play audio from if previously Registered
Unregister<public>(Agent:agent):void = external {}
- Removes all previously registered agents as targets for the Radio to play audio from
UnregisterAll<public>():void = external {}
- Shows this device in the world.
Show<public>()<transacts>:void = external {}
- Hides this device from the world.
Hide<public>()<transacts>:void = external {}
pulse_trigger_device<public> := class<concrete><final>(creative_device_base):
- A device used to damage players who collide with it. Can also be used as a trigger to activate other devices.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Starts the damage sequence.
Begin<public>():void = external {}
- Stops the damage sequence.
End<public>():void = external {}
- Resumes the damage sequence from the last position where it was stopped.
ResumeSequence<public>():void = external {}
- Sets the damage to be applied to those hit by an active wave. Clamped between
0 <= GetDamage <= 100000
. - Wave visuals will change to reflect whether the wave causes damage or not.
SetDamage<public>(Damage:float):void = external {}
- Returns the damage to be applied to those hit by an active wave. Clamped between
0 <= GetDamage <= 100000
.GetDamage<public>()<transacts>:float = external {}
- Sets the total number of waves this sequence will complete before ending its sequence.
LoopCount = 0
indicates the sequence should continue indefinitely.SetLoopCount<public>(LoopCount:int):void = external {}
- Returns the total number of waves this sequence will complete before ending its sequence.
0
indicates the sequence will continue indefinitely.GetLoopCount<public>()<transacts>:int = external {}
- Sets the speed (in meters per second) at which the waves generated by this sequencer will travel.
SetWaveSpeed<public>(Speed:float):void = external {}
- Returns the speed (in meters per second) at which the waves generated by this sequencer will travel.
GetWaveSpeed<public>()<transacts>:float = external {}
prop_spawner_base_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for devices that spawn a prop object.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Spawns the prop associated with this device.
SpawnObject<public>():void = external {}
- Destroys all props spawned from this device.
DestroyAllSpawnedObjects<public>():void = external {}
prop_o_matic_manager_device<public> := class<concrete><final>(creative_device_base):
- Allows customization of the Prop-o-Matic weapon functions and how the game reacts to players using it.
- Signaled when an
agent
begins entering a disguise. - Sends the
agent
that began entering the disguise.BeginEnteringDisguiseEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
finishes entering a disguise. - Sends the
agent
that finished entering the disguise.FinishEnteringDisguiseEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits a disguise. - Sends the
agent
that exited the disguise.ExitingDisguiseEvent<public>:listenable(agent) = external {}
- Toggle Pinging props on/off.
SetPingProps<public>(On:logic):void = external {}
- Adjust the ping time.
SetPingFrequency<public>(Time:float):void = external {}
- Toggle showing the props remaining on the UI.
SetShowPropsRemaining<public>(On:logic):void = external {}
- Toggle showing the prop ping cooldown.
SetShowPropPingCooldown<public>(On:logic):void = external {}
- Manually ping all players that are currently hiding as props.
PingPlayerProps<public>():void = external {}
- Manually ping a specific player if they are currently a prop.
PingPlayerProp<public>(Agent:agent):void = external {}
- Returns whether a player is currently hiding or not.
IsPlayerProp<public>(Agent:agent)<transacts><decides>:void = external {}
powerup_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for various powerup devices offering common events like
ItemPickedUpEvent
. - Signaled when the powerup is picked up by an
agent
. - Sends the
agent
that picked up the powerup.ItemPickedUpEvent<public>:listenable(agent) = external {}
- Spawns the powerup into the experience so users can interact with it.
Spawn<public>():void = external {}
- Despawns this powerup from the experience.
Despawn<public>():void = external {}
- Updates the Duration for this powerup, clamped to the Min and Max defined in the device.
- Will not apply to any currently applied effects.
SetDuration<public>(Time:float):void = external {}
- Returns the Duration that this powerup will be active for on any player it is applied to.
GetDuration<public>()<transacts>:float = external {}
- If the
Agent
has the effect applied to them, this will return the remaining time the effect has. - Returns -1.0 if the effect has an infinite duration.
- Returns 0 if the
Agent
does not have the effect applied.GetRemainingTime<public>(Agent:agent)<transacts>:float = external {}
- Returns the
Agent
has the powerup's effect (or another of the same type) applied to them.HasEffect<public>(Agent:agent)<transacts><decides>:void = external {}
- Grants this powerup to
Agent
.Pickup<public>(Agent:agent):void = external {}
- Grants this powerup without an agent reference.
- Requires Apply To set to All Players.
Pickup<public>():void = external {}
pinball_flipper_device<public> := class<concrete><final>(creative_device_base):
- Used to move, damage, and give scores to players that interact with it. By default, it is activated by any player touching its front face, which rotates it counterclockwise and knocks those players away from it and slightly upward.
- Signaled when this device is activated by an
agent
. - Sends the
agent
that activated this device.ActivatedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Causes
Agent
to activate this device.Activate<public>(Agent:agent):void = external {}
pinball_bumper_device<public> := class<concrete><final>(creative_device_base):
- A triggered bumper that can knock players back, damage them, and award points.
- Signaled when this device is activated by an
agent
. - Sends the
agent
that activated this device.ActivatedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates this device.
Activate<public>():void = external {}
perception_trigger_device<public> := class<concrete><final>(trigger_base_device):
- Specialized
trigger_base_device
that will fire output events based on line of sight betweenagent
s and the device. - Signaled when an
agent
has direct line of sight to this device. - Sends the
agent
that has seen this device.AgentLooksAtDeviceEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
has lost direct line of sight to this device. - Sends the
agent
that has lost sight of this device.AgentLooksAwayFromDeviceEvent<public>:listenable(agent) = external {}
- Signaled when this device has direct line of sight to an
agent
. - Sends the
agent
seen by this device.DeviceSeesAgentEvent<public>:listenable(agent) = external {}
- Signaled when this device loses direct line of sight to an
agent
. - Sends the
agent
this device has lost sight of.DeviceLosesSightOfAgentEvent<public>:listenable(agent) = external {}
objective_device<public> := class<concrete><final>(creative_device_base):
- Provides a collection of destructible devices that you can select from to use as objectives in your game.
- Signaled when this device has been destroyed by an
agent
. - Sends the
agent
that destroyed this device.DestroyedEvent<public>:listenable(agent) = external {}
- Shows this device in the world.
Show<public>():void = external {}
- Hides this device from the world.
Hide<public>():void = external {}
- Activates an objective pulse at
Agent
's location pointing toward this device.ActivateObjectivePulse<public>(Agent:agent):void = external {}
- Deactivates the objective pulse at
Agent
's location.DeactivateObjectivePulse<public>(Agent:agent):void = external {}
- Destroys the objective item. This is done regardless of the visibility or health of the item.
Destroy<public>(Agent:agent):void = external {}
movement_modulator_device<public> := class<concrete><final>(creative_device_base):
- Used to temporarily modify the speed of
agent
s and vehicles. - Signaled when this device is activated by an
agent
. - Sends the
agent
that activated this device.ActivationEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates this device's movement effect on
Agent
.Activate<public>(Agent:agent):void = external {}
matchmaking_portal_device<public> := class<concrete><final>(creative_device_base):
- Used to take players to different islands and to link experiences together.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
map_indicator_device<public> := class<concrete><final>(creative_device_base):
- Used to create custom points of interest and markers on the minimap and overview map.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates an objective pulse at
Agent
's location pointing toward this device.ActivateObjectivePulse<public>(Agent:agent):void = external {}
- Deactivates the objective pulse at
Agent
's location.DeactivateObjectivePulse<public>(Agent:agent):void = external {}
lock_device<public> := class<concrete><final>(creative_device_base):
- Used to customize the state and accessibility of doors.
lock_device
only works with assets that have a door attached. - Locks the door.
Agent
is the instigator of the action.Lock<public>(Agent:agent):void = external {}
- Unlocks the door.
Agent
is the instigator of the action.Unlock<public>(Agent:agent):void = external {}
- Toggles between
Lock
andUnlock
.Agent
is the instigator of the action.ToggleLocked<public>(Agent:agent):void = external {}
- Opens the door.
Agent
is the instigator of the action.Open<public>(Agent:agent):void = external {}
- Closes the door.
Agent
is the instigator of the action.Close<public>(Agent:agent):void = external {}
- Toggles between
Open
andClose
.Agent
is the instigator of the action.ToggleOpened<public>(Agent:agent):void = external {}
item_spawner_device<public> := class<concrete><final>(base_item_spawner_device):
- Used to configuration and spawn items that players can pick up and use.
- Cycles device to next configured item.
CycleToNextItem<public>():void = external {}
- Spawns the current item.
SpawnItem<public>():void = external {}
- Sets device Respawn Item on Timer option (see
SetTimeBetweenSpawns
)SetEnableRespawnTimer<public>(Respawn:logic):void = external {}
- Returns device Respawn Item on Timer option (see
SetTimeBetweenSpawns
)GetEnableRespawnTimer<public>()<transacts>:logic = external {}
- Sets the Time Between Spawns (in seconds) after an item is collected before the next is spawned, if this device has Respawn Item on Timer enabled (see
SetEnableRespawnTimer
)SetTimeBetweenSpawns<public>(Time:float):void = external {}
- Returns the Time Between Spawns (in seconds) after an item is collected before the next is spawned, if this device has Respawn Item on Timer enabled (see
SetEnableRespawnTimer
)GetTimeBetweenSpawns<public>()<transacts>:float = external {}
item_granter_device<public> := class<concrete><final>(creative_device_base):
- Used to grant items to
agent
s. Items can either be dropped at theagent
's location or added directly to their inventory. - Signaled when an item is granted to an
agent
. - Sends the
agent
that was granted the item.ItemGrantedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Clears saved data for
Agent
, preventing them from receiving items while offline. This only works when Grant While Offline is set to Yes.ClearSaveData<public>(Agent:agent):void = external {}
- Cycles to the next item. If Grant on Cycle is set
Agent
will be granted the item.CycleToNextItem<public>(Agent:agent):void = external {}
- Cycles to the previous item. If Grant on Cycle is set
Agent
will be granted the item.CycleToPreviousItem<public>(Agent:agent):void = external {}
- Cycles to a random item. If Grant on Cycle is set
Agent
will be granted the item.CycleToRandomItem<public>(Agent:agent):void = external {}
- Grants an item to
Agent
.GrantItem<public>(Agent:agent):void = external {}
- Restocks this device back to its starting inventory count.
RestockItems<public>():void = external {}
- Sets the next item to be granted.
Index
should be between0
and the available item count - 1.- Calling
SetNextItem
with an invalid index will do nothing.SetNextItem<public>(Index:int):void = external {}
hud_message_device<public> := class<concrete><final>(creative_device_base):
- Used to show custom HUD messages to one or more
agent
s. - Use this when the device is setup to target specific
agent
s.Show<public>(Agent:agent):void = external {}
- Shows the currently set Message HUD message on screen. Will replace any previously active message.
Show<public>():void = external {}
- Hides the HUD message.
Hide<public>():void = external {}
- Displays a Custom message to a specific Agent that you define.Setting DisplayTime to
0.0
will display the HUD message persistently.If not defined, or less than0.0
the message will show for the time set on the device.Show<public>(Agent:agent, Message:message, ?DisplayTime:float = external {}):void = external {}
- Displays a Custom message that you define for all PlayersSetting DisplayTime to
0.0
will display the HUD message persistently.If not defined, or less than0.0
the message will show for the time set on the device.Show<public>(Message:message, ?DisplayTime:float = external {}):void = external {}
- Sets the time (in seconds) the HUD message will be displayed.
0.0
will display the HUD message persistently.SetDisplayTime<public>(Time:float):void = external {}
- Returns the time (in seconds) for which the HUD message will be displayed.
0.0
means the message is displayed persistently.GetDisplayTime<public>()<transacts>:float = external {}
- Sets the Message to be displayed when the HUD message is activated.
Text
is clamped to 150 characters.SetText<public>(Text:message):void = external {}
holoscreen_device<public> := class<concrete><final>(creative_device_base):
- Used to create a holographic screen that displays a clock or other curated images.
grind_powerup_device<public> := class<concrete><final>(powerup_device):
- Used to let
agent
s slide on any surface with accompanying visual and audio effects.
fuel_pump_device<public> := class<concrete><final>(creative_device_base):
- Used to provide fuel sources for vehicles. Can also be used to deal considerable damage to
agent
s and the environment when destroyed. - Signaled when the fuel pump is emptied.
- Sends the
agent
that emptied the fuel pump.EmptyEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets fuel stock to Fuel Capacity value.
Reset<public>():void = external {}
- Grants fuel to
Agent
.Empty<public>(Agent:agent):void = external {}
explosive_device<public> := class<concrete><final>(creative_device_base):
- Hazard which deals damage in a radius around it when destroyed or triggered.
- Signaled when this device explodes.
- Sends the
agent
that caused the explosion.ExplodedEvent<public>:listenable(agent) = external {}
- Shows this device in the world.
Show<public>():void = external {}
- Hides this device from the world.
Hide<public>():void = external {}
- Resets this device.
Reset<public>():void = external {}
- Triggers this device to explode. Passes
Agent
as the instigator of the explosion.Explode<public>(Agent:agent):void = external {}
experience_settings_device<public> := class<concrete><final>(creative_device_base):
- Used to customize high level properties of the game mode.
elimination_manager_device<public> := class<concrete><final>(base_item_spawner_device):
- Used to spawn items when an
agent
or specified target is eliminated. - Signaled when a qualifying elimination occurs.
- Sends the eliminated
agent
.EliminatedEvent<public>:listenable(agent) = external {}
- Signaled when a qualifying elimination occurs.
- Sends the eliminator
agent
. If the eliminator is a non-agent thenfalse
is returned.EliminationEvent<public>:listenable(?agent) = external {}
damage_amplifier_powerup_device<public> := class<concrete><final>(powerup_device):
- Used to amplify an
agent
's damage temporarily. This applies to any weapon theagent
is using at the time of the powerup. - Sets the Magnitude for this powerup, clamped to the Min and Max defined in the device.
- Will not apply to any currently applied effects.
- For the Damage Amplifier Powerup, this is the damage multiplier.
SetMagnitude<public>(Magnitude:float):void = external {}
- Returns the current Magnitude for the powerup.
- For the Damage Amplifier Powerup, this is the damage multiplier.
GetMagnitude<public>()<transacts>:float = external {}
conditional_button_device<public> := class<concrete><final>(creative_device_base):
- Used to create a specialized button which can only be activated when
agent
s are carrying specific items. - Signaled when this device is activated.
- Sends the
agent
that activated this device.ActivatedEvent<public>:listenable(agent) = external {}
- Signaled when this device fails to activate because
agent
didn't have the required items. - Sends the
agent
that attempted to activate the device.NotEnoughItemsEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets this device to its original settings.
Reset<public>():void = external {}
- Activates this device.
Agent
is used as the instigator of the action.Activate<public>(Agent:agent):void = external {}
- Toggles the conditional button state.
Agent
is used as the instigator of the action.Toggle<public>(Agent:agent):void = external {}
- Sets the text that appears when
agent
s approach the device.Text
is limited to150
characters and will revert back to default if empty.SetInteractionText<public>(Text:message):void = external {}
- Sets the time (in seconds) that an interaction with this device should take to complete.
SetInteractionTime<public>(Time:float):void = external {}
- Returns the time (in seconds) that an interaction with this device will take to complete.
GetInteractionTime<public>()<transacts>:float = external {}
- Sets the quantity of a specific key item type that needs to be collected in order to activate the switch.
KeyItemIndex
ranges from0
to number of key item types - 1.SetItemCountRequired<public>(KeyItemIndex:int, Count:int):void = external {}
- Returns the total quantity of a specific key item type that needs to be collected in order to activate the switch.
GetItemCountRequired<public>(KeyItemIndex:int)<transacts>:int = external {}
- Returns the remaining quantity of a specific key item type that needs to be collected in order to activate the switch.
GetRemainingItemCountRequired<public>(KeyItemIndex:int)<transacts>:int = external {}
- Sets the score to be awarded for a key item.
KeyItemIndex
ranges from0
to number of key item types - 1.SetItemScore<public>(KeyItemIndex:int, Score:int):void = external {}
- Returns the score to be awarded for a key item.
GetItemScore<public>(KeyItemIndex:int)<transacts>:int = external {}
- Returns how many items an
Agent
has of the item stored atKeyItemIndex
.GetItemCount<public>(Agent:agent, KeyItemIndex:int):int = external {}
- Returns if the
Agent
has all of the items required to interact with this Device.HasAllItems<public>(Agent:agent)<transacts><decides>:void = external {}
- Returns if the
Agent
is currently holding any of the items stored in the Device.IsHoldingItem<public>(Agent:agent)<transacts><decides>:void = external {}
- Returns if the
Agent
is currently holding the item stored atKeyItemIndex
.IsHoldingItem<public>(Agent:agent, KeyItemIndex:int)<transacts><decides>:void = external {}
color_changing_tiles_device<public> := class<concrete><final>(creative_device_base):
- Used to create a tile that changes colors when
agent
s interact with it. - Signaled when this device changes color.
- Sends the
agent
that interacted with this device.ActivatedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Shows this device in the world.
Show<public>():void = external {}
- Hides this device from the world.
Hide<public>():void = external {}
- Resets this device to its initial settings.
Reset<public>():void = external {}
- Sets the color of the tile to
Agent
's team color.SetTeam<public>(Agent:agent):void = external {}
collectible_object_device<public> := class<concrete><final>(creative_device_base):
- Used to place a collectible item into the world.
- Signaled when the collectible item is collected.
- Sends the
agent
that collected the item.CollectedEvent<public>:listenable(agent) = external {}
- Makes the collectible visible.
Show<public>():void = external {}
- Makes the collectible invisible.
Hide<public>():void = external {}
- Immediately respawns the object for the instigating agent.
- This will be affected by the option Consume If Collected By.
Respawn<public>(Agent:agent):void = external {}
- Immediately respawns the object for all agents.
RespawnForAll<public>():void = external {}
- Used together with
class_selector_device
to create class based gameplay. Defines custom class attributes and inventory loadouts.class_designer_device<public> := class<concrete><final>(creative_device_base):
class_and_team_selector_device<public> := class<concrete><final>(creative_device_base):
- Used together with
class_designer_device
to control how/when created classes can be accessed byagent
s. - Signaled when an
agent
changes class. - Sends the
agent
whose class changed.ClassSwitchedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
changes teams. - Sends the
agent
whose team changed.TeamSwitchedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Changes the
Agent
's class.ChangeClass<public>(Agent:agent):void = external {}
- Changes the
Agent
's team.ChangeTeam<public>(Agent:agent):void = external {}
- Changes the
Agent
's team and class.ChangeTeamAndClass<public>(Agent:agent):void = external {}
- Changes the selecting team.
ChangeSelectorTeam<public>(Agent:agent):void = external {}
capture_item_spawner_device<public> := class<concrete><final>(creative_device_base):
- Spawns and tracks a single item as a game objective (e.g. flag).
- Signaled when spawned item is captured.
- Sends the
agent
that captured the item.ItemCapturedEvent<public>:listenable(agent) = external {}
- Signaled when spawned item is picked up.
- Sends the
agent
that picked up the item.ItemPickedUpEvent<public>:listenable(agent) = external {}
- Signaled when spawned item is dropped.
- Sends the
agent
that dropped the item.ItemDroppedEvent<public>:listenable(agent) = external {}
- Signaled when spawned item is returned.
- Sends the
agent
that returned the item.ItemReturnedEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
capture_area_device<public> := class<concrete><final>(creative_device_base):
- Used to create a zone that can trigger effects once players enter it. Can be set up to be capturable by a team, to provide a score while held, or to require a specific item as a drop-off.
- Signaled when an
agent
enters this device area. - Sends the
agent
that entered this device area.AgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits this device area. - Sends the
agent
that exited this device area.AgentExitsEvent<public>:listenable(agent) = external {}
- Signaled when the first
agent
enters this device area. - Sends the
agent
that entered this device area.FirstAgentEntersEvent<public>:listenable(agent) = external {}
- Signaled when the last
agent
exits this device area. - Sends the
agent
that exited this device area.LastAgentExitsEvent<public>:listenable(agent) = external {}
- Signaled when this device is contested.
- Sends the
agent
that is contesting this device.AreaIsContestedEvent<public>:listenable(agent) = external {}
- Signaled when this device is scored.
- Sends the
agent
that scored this device.AreaIsScoredEvent<public>:listenable(agent) = external {}
- Signaled when this device control change starts.
- Sends the
agent
that is triggering this device control change.ControlChangeStartsEvent<public>:listenable(agent) = external {}
- Signaled when this device control changes.
- Sends the
agent
that triggered this device control change.ControlChangeEvent<public>:listenable(agent) = external {}
- Signaled when an item is consumed by this device.
- Sends the
agent
that provided the item to this device.ItemIsConsumedEvent<public>:listenable(agent) = external {}
- Signaled when an item is delivered to this device.
- Sends the
agent
that delivered the item to this device.ItemIsDeliveredEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Toggles between
Enable
andDisable
.ToggleEnabled<public>():void = external {}
- Allows this device to be captured.
AllowCapture<public>():void = external {}
- Disallows this device from being captured.
DisallowCapture<public>():void = external {}
- Toggles between
AllowCapture
andDisallowCapture
.ToggleCaptureAllowed<public>():void = external {}
- Resets control of this device for all teams.
Reset<public>():void = external {}
- Gives control of this device to the capturing
agent
's team.GiveControl<public>(Agent:agent):void = external {}
- Clears control of this device for all teams.
Neutralize<public>():void = external {}
- Activates the objective pulse for this device.
ActivateObjectivePulse<public>():void = external {}
- Deactivates the objective pulse for this device.
DeactivateObjectivePulse<public>():void = external {}
- Sets the Capture Height (in meters) of the capture area.
SetHeight<public>(Height:float):void = external {}
- Returns the Capture Height (in meters) of the capture area.
GetHeight<public>()<varies>:float = external {}
- Sets the Capture Radius (in meters) of the capture area.
SetRadius<public>(Radius:float):void = external {}
- Returns the Capture Radius (in meters) of the capture area.
GetRadius<public>()<varies>:float = external {}
button_device<public> := class<concrete><final>(creative_device_base):
- Used to create a button which can trigger other devices when an agent interacts with it.
- Signaled when an
agent
successfully interacts with the button forGetInteractionTime
seconds. - Sends the
agent
that interacted with the button.InteractedWithEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Sets the text that displays when an
agent
is close to this button and looks at it.Text
is limited to64
characters.SetInteractionText<public>(Text:message):void = external {}
- Sets the duration of the interaction required to activate this device (in seconds).
SetInteractionTime<public>(Time:float):void = external {}
- Returns the duration of the interaction required to activate this device (in seconds).
GetInteractionTime<public>()<transacts>:float = external {}
- Sets the maximum amount of times this button can be interacted with before it will be disabled.
MaxCount
must be between0
and10
.0
indicates no limit on trigger count.SetMaxTriggerCount<public>(MaxCount:int):void = external {}
- Returns the maximum amount of times this button can be interacted with before it will be disabled.
GetTriggerMaxCount
will be between0
and10
.0
indicates no limit on trigger count.GetMaxTriggerCount<public>()<transacts>:int = external {}
- Returns the number of times that this button can still be interacted with before it will be disabled. Will return
0
ifGetMaxTriggerCount
is unlimited.GetTriggerCountRemaining<public>()<transacts>:int = external {}
billboard_device<public> := class<concrete><final>(creative_device_base):
- Used to display custom text messages on a billboard.
- Shows the billboard text.
ShowText<public>():void = external {}
- Hides the billboard text.
HideText<public>():void = external {}
- Updates the device display to show the current Text.
UpdateDisplay<public>():void = external {}
- Sets the visibility of the device border mesh. This also determines whether the device collision is enabled.
SetShowBorder<public>(Show:logic):void = external {}
- Returns
true
if the device border is enabled.GetShowBorder<public>()<transacts>:logic = external {}
- Sets the device Text.
SetText<public>(Text:message):void = external {}
- Sets the Text Size of the device Text. Clamped to range [8, 24].
SetTextSize<public>(Size:int):void = external {}
- Returns the Text Size of the device Text.
GetTextSize<public>()<transacts>:int = external {}
beacon_device<public> := class<concrete><final>(creative_device_base):
- Used to show an in world visual effect and/or a HUD marker at the desired location.
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Adds the specified
agent
to a list ofagent
s that the Beacon will be shown to. This list ofagent
s is maintained separately from the Team Visibility set ofagent
s.AddToShowList<public>(Agent:agent):void = external {}
- Removes the specified
agent
from the show list. Theagent
will still see the Beacon if they meet the Team Visibility check.RemoveFromShowList<public>(Agent:agent):void = external {}
- Removes all
agent
s from the show list.Agent
s will still see the Beacon if they meet the Team Visibility check.RemoveAllFromShowList<public>():void = external {}
basic_storm_controller_device<public> := class<concrete><final>(storm_controller_device):
- A simplified storm device that provides a way to create a single-phase storm and control its basic behaviors.
- To control multiple phases of the storm see
advanced_storm_controller_device
.
base_item_spawner_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for devices that spawn items.
- Signaled when an
agent
picks up the spawned item. - Sends the
agent
that picked up the item.ItemPickedUpEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
ball_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn various types of balls. Can be used to control HUD elements related to the spawned balls.
- Shows the floating HUD Icons to players, if these have been configured by the device.
ShowHUD<public>():void = external {}
- Hides the floating HUD Icons from players, if these have been configured by the device.
HideHUD<public>():void = external {}
attribute_evaluator_device<public> := class<concrete><final>(trigger_base_device):
- Evaluates attributes for
agent
when signaled from other devices. Acts as branching logic, checking whether theagent
associated with the signal passes all of the tests setup in this device, then sends a signal on eitherPassEvent
orFailEvent
. - Signaled when the
agent
fromEvaluateAgent
passes the requirements specified by this device. - Sends the
agent
originally passed to this device inEvaluateAgent
.PassEvent<public>:listenable(agent) = external {}
- Signaled when the
agent
fromEvaluateAgent
fails the requirements specified by this device. - Sends the
agent
originally passed to this device inEvaluateAgent
.FailEvent<public>:listenable(agent) = external {}
- Tests whether the specified agent satisfies the required conditions specified on the device (e.g. eliminations/score), and fires either the
PassEvent
orFailEvent
accordingly.EvaluateAgent<public>(Agent:agent):void = external {}
air_vent_device<public> := class<concrete><final>(creative_device_base):
- Used to boost
agent
s, vehicles, and other objects upwards into the air. - Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Activates this device.
Activate<public>():void = external {}
advanced_storm_controller_device<public> := class<concrete><final>(storm_controller_device):
- Storm with custom phases
advanced_storm_beacon_device<public> := class<concrete><final>(creative_device_base):
- Use with
advanced_storm_controller_device
to customize storm phases - Teleports the
advanced_storm_beacon_device
to the specifiedPosition
andRotation
. - Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Position:vector3, Rotation:rotation)<transacts><decides>:void = external {}
- Teleports the
advanced_storm_beacon_device
to the specified location defined byTransform
, also applies rotation and scale accordingly. - Existing storms will not target the new location, but newly generated storms will.
TeleportTo<override>(Transform:transform)<transacts><decides>:void = external {}
- Moves the
advanced_storm_beacon_device
to the specifiedPosition
andRotation
over the specified time, in seconds. - Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Position:vector3, Rotation:rotation, OverTime:float)<suspends>:move_to_result = external {}
- Moves the
advanced_storm_beacon_device
to the specifiedTransform
over the specified time, in seconds. - Existing storms will not target the new location, but newly generated storms will.
MoveTo<override>(Transform:transform, OverTime:float)<suspends>:move_to_result = external {}
chair_device<public> := class<concrete><final>(creative_device_base):
- Creates a chair where
Agent
s can sit. - Signaled when an
agent
sits on the Chair. - Sends the sitting
agent
.SeatedEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
stops sitting on the Chair. - Sends the standing
Agent
.ExitedEvent<public>:listenable(agent) = external {}
- Enables the Chair.
Enable<public>():void = external {}
- Disables the Chair.
Disable<public>():void = external {}
- Allows any seated
agent
to leave the chair manually.EnableExit<public>():void = external {}
- Prevents any seated
agent
from leaving the Chair manually. - While Exit is disabled, call Eject to force them out.
DisableExit<public>():void = external {}
- Makes
Agent
sit on this chair if they meet the requirements.Seat<public>(Agent:agent):void = external {}
- Ejects any
agent
currently in the chair.Eject<public>():void = external {}
- Makes
Agent
exit this chair if they are currently in the chair.Eject<public>(Agent:agent):void = external {}
- Succeeds if
Agent
is currently in the chair .IsSeated<public>(Agent:agent)<transacts><decides>:void = external {}
- Succeeds if the chair is currently occupied.
IsOccupied<public>()<transacts><decides>:void = external {}
- Returns the
agent
currently occupying the chair.GetSeatedAgent<public>():?agent = external {}
popup_dialog_device<public> := class<concrete><final>(creative_device_base):
- Used to create HUD text boxes that give players information, and allows responses to be customized to player choices.
- Signaled when Button on this device is pushed by an
agent
. - Sends the
agent
that pushed the button. - Sends the
int
index of the button that was clicked.RespondingButtonEvent<public>:listenable(tuple(agent, int)) = external {}
- Signaled when this device is shown to an
agent
. - Sends the
agent
looking at the popup.ShownEvent<public>:listenable(agent) = external {}
- Signaled when this device is dismissed by an
agent
. - Sends the
agent
who dismissed the popup.DismissedEvent<public>:listenable(agent) = external {}
- Signaled when this device times out while an
agent
is looking at it. - Sends the
agent
who was looking at the popup.TimeOutEvent<public>:listenable(agent) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Shows the popup to
Agent
.Show<public>(Agent:agent):void = external {}
- Shows the popup to all
agent
s in the experience.Show<public>():void = external {}
- Hides the popup from
Agent
.Hide<public>(Agent:agent):void = external {}
- Hides the popup from all
agent
s in the experience.Hide<public>():void = external {}
- Sets the number of buttons this popup has.
- Button Count is not updated on active Popups.
SetButtonCount<public>(Count:int):void = external {}
- Returns the Button Text for this popup at a specified index.
GetButtonText<public>(Index:int)<transacts>:string = external {}
- Sets the Button Text for a button at a specific index on this popup.
Text
should be no more than24
characters.- If
Text
is empty the button will show OK instead. - Button 1 uses
Index
0.SetButtonText<public>(Text:message, Index:int):void = external {}
- Sets the Description text for this popup.
Text
should be no more than350
characters.SetDescriptionText<public>(Text:message):void = external {}
- Returns the Description text for this popup.
GetDescriptionText<public>()<transacts>:string = external {}
- Sets the Title text for this popup.
Text
should be no more than32
characters.SetTitleText<public>(Text:message):void = external {}
- Returns the Title text for this popup.
GetTitleText<public>()<transacts>:string = external {}
physics_tree_device<public> := class<concrete><final>(physics_object_base_device):
- Physics tree that can be chopped down, and damage players, vehicles, creatures, and structures.
- Signaled when a tree is spawned.
TreeSpawnedEvent<public>:listenable(tuple()) = external {}
- Signaled when the log created by a tree is destroyed.
LogDestroyedEvent<public>:listenable(tuple()) = external {}
- Signaled when the stump created by a tree is destroyed.
StumpDestroyedEvent<public>:listenable(tuple()) = external {}
- Signaled when a tree has taken enough damage to be knocked down.
TreeKnockedDownEvent<public>:listenable(tuple()) = external {}
- Releases the log from the tree, if there is one.
ReleaseLog<public>():void = external {}
- Destroys the current log.
DestroyLog<public>():void = external {}
- Destroys the current stump.
DestroyStump<public>():void = external {}
physics_object_base_device<public> := class<abstract><epic_internal>(prop_spawner_base_device):
- Base class for various physics-based gameplay elements (e.g. boulders/trees).
physics_boulder_device<public> := class<concrete><final>(physics_object_base_device):
- Physics boulder that can be dislodged and damage
agent
s, vehicles, creatures, and structures. - Signaled when the balanced boulder is spawned on the base.
BalancedBoulderSpawnedEvent<public>:listenable(tuple()) = external {}
- Signaled when the balanced boulder is destroyed.
BalancedBoulderDestroyedEvent<public>:listenable(tuple()) = external {}
- Signaled when the base of the boulder is destroyed.
BaseDestroyedEvent<public>:listenable(tuple()) = external {}
- Signaled when the rolling boulder is destroyed.
RollingBoulderDestroyedEvent<public>:listenable(tuple()) = external {}
- Destroys the boulder's base.
DestroyBase<public>():void = external {}
- Releases the boulder sitting on the base, if there is one.
ReleaseRollingBoulder<public>():void = external {}
- Destroys the current rolling boulder.
DestroyRollingBoulder<public>():void = external {}
health_powerup_device<public> := class<concrete><final>(powerup_device):
- Used to regenerate an
agent
's health and/or shields. - Sets the Magnitude for this powerup, clamped to the Min and Max defined in the device.
- Will not apply to any currently applied effects.
- For the Health Powerup, this is the amount of health or shield that the powerup will add or remove,
SetMagnitude<public>(Magnitude:float):void = external {}
- Returns the current Magnitude for the powerup.
- For the Health Powerup, this is the amount of health or shield that the powerup will add or remove,
GetMagnitude<public>()<transacts>:float = external {}
guard_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn guards that can patrol and attack other
agent
s. - Signaled when a guard is spawned.
- Sends the
agent
guard who was spawned.SpawnedEvent<public>:listenable(agent) = external {}
- Signaled when a guard has identified an opponent.
Source
is the guard who is aware.Target
is the agent who alerted the guard.AlertedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard has lost track of a target.
Source
is the guard that lost track of a target.Target
is theagent
no longer targeted by the guard.TargetLostEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard becomes suspicious.
- Sends the
agent
guard who is suspicious.SuspiciousEvent<public>:listenable(agent) = external {}
- Signaled when a guard becomes unaware.
- Sends the
agent
guard who is unaware.UnawareEvent<public>:listenable(agent) = external {}
- Signaled when guard is damaged.
Source
is theagent
that damaged the guard. If the guard was damaged by a non-agent thenfalse
is returned.Target
is the guard that was damaged.DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard is eliminated.
Source
is theagent
that eliminated the guard. If the guard was eliminated by a non-agent thenSource
is 'false'.Target
is the guard that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard eliminates an agent.
Source
is the guard that eliminated the agent.Target
is the agent that was eliminated.EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard is hired by a player.
Source
is theagent
who hired the guard.Target
is the guard that was hired.HiredEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a guard is dismissed by a player.
Source
is theagent
who dismissed the guard.Target
is the guard that was dismissed.DismissedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Enables this device. Guards will start to spawn.
Enable<public>():void = external {}
- Disables this device. Guards will despawn if Despawn Guards When Disabled is set.
Disable<public>():void = external {}
- Resets the spawn count allowing spawning of a new batch of guards.
Reset<public>():void = external {}
- Tries to spawn a guard.
Spawn<public>():void = external {}
- Tries to spawn a guard. If Auto Hire When Spawned is set to Triggering Player the guard will be hired by
Instigator
.Spawn<public>(Instigator:agent):void = external {}
- Despawns guards.
Despawn<public>():void = external {}
- Despawns guards.
Instigator
will be considered as the eliminator of those guards.Despawn<public>(Instigator:agent):void = external {}
- Hires guards to
Instigator
's team.Hire<public>(Instigator:agent):void = external {}
- Dismisses all hired guards.
DismissAllHiredGuards<public>():void = external {}
- Dismisses all hired guards that were recruited by
Instigator
.DismissAgentHiredGuards<public>(Instigator:agent):void = external {}
- Forces guards to attack
Target
, bypassing perception checks. - 'ForgetTime' ranges from 0.0 to 600.0 (in seconds, default is 600.0), it is the time after which the target will be ignored if not found.
- 'ForgetDistance' ranges from 0.0 to 100000.0 (in centimeters, default is 100000.0), it is the distance at which the target will be ignored if not found.
ForceAttackTarget<public>(Target:agent, ?ForgetTime:float = external {}, ?ForgetDistance:float = external {}):void = external {}
- Allows guards to be hired.
SetGuardsHireable<public>():void = external {}
- Prevents guards from being hired.
SetGuardsNotHireable<public>():void = external {}
- Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
wilds_plant_device<public> := class<concrete><final>(creative_device_base):
- Used to create plants with explosive pods that players can detonate and launch.
- Triggers whenever the plant grows.
GrowEvent<public>:listenable(tuple()) = external {}
- Triggers whenever the plant or launched projectile explodes.
- Sends the
agent
that initially launched the projectile or triggered an immediate explosion. - Sends
false
if noagent
is found.ExplodeEvent<public>:listenable(?agent) = external {}
- Triggers whenever the plant launches a projectile.
- Sends the
agent
that triggered this event. - Sends
false
if noagent
is found.LaunchEvent<public>:listenable(?agent) = external {}
- Enables the device to allow interaction and let it grow.
Enable<public>():void = external {}
- Disables the device to prevent interaction and growth.
Disable<public>():void = external {}
- Grows the plant if the device is enabled. If Infinite Regrowths is
false
, this is limited by Maximum Regrowths.Grow<public>():void = external {}
- Detonates the plant if the device is enabled.
Explode<public>():void = external {}
- Sets whether the plant can always regrow after launching a projectile or being destroyed.
SetInfiniteRegrowths<public>(InfiniteRegrowths:logic):void = external {}
- Sets how many times the plant can regrow after launching a projectile or being destroyed.
- This applies across the device’s entire lifetime and is unaffected by Enable and Disable.
- This value is clamped.
SetMaximumRegrowths<public>(MaximumRegrowths:int):void = external {}
vine_rail_device<public> := class<concrete><final>(creative_device_base):
using {/Verse.org/Colors}
- Used to create a customizable vine version of the Grind Rails.
- Enables this device, letting players grind on the vines.
Enable<public>():void = external {}
- Disables this device, preventing players from grinding on the vines.
Disable<public>():void = external {}
- Hides the track. Players can still grind on the track if it is enabled.
Hide<public>():void = external {}
- Make this track visible.
Show<public>():void = external {}
- Signaled when an
agent
starts grinding on thisvine_rail_device
.StartedGrindingEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
starts grinding on thisvine_rail_device
.EndedGrindingEvent<public>:listenable(agent) = external {}
grind_rail_device<public> := class<concrete><final>(creative_device_base):
- Used to create customizable Grind Rails.
- Enables this device, letting players grind on the rail.
Enable<public>():void = external {}
- Disables this device, preventing players from grinding on the rail.
Disable<public>():void = external {}
- Sets the color of the Grind Rail.
SetRailColor<public>(Color:color):void = external {}
- Hides the track. Players can still grind on the track if it is enabled.
Hide<public>():void = external {}
- Make this track visible.
Show<public>():void = external {}
- Signaled when an
agent
starts grinding on thisgrind_rail_device
.StartedGrindingEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
starts grinding on thisgrind_rail_device
.EndedGrindingEvent<public>:listenable(agent) = external {}
wildlife_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn various wildlife that players can herd, hunt, or tame.
- Signaled when this device spawns wildlife.
- Sends the
agent
wildlife that was spawned.SpawnedEvent<public>:listenable(agent) = external {}
- Signaled when wildlife is eliminated.
Source
is theagent
that eliminated the wildlife. If the wildlife was eliminated by a non-agent thenSource
is 'false'.Target
is the wildlife that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when a wildlife eliminates an agent.
Source
is the wildlife that eliminated the agent.Target
is the agent that was eliminated.
EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when wildlife is tamed.
Source
is theagent
that tamed the wildlife.Target
is the wildlife that was tamed.TamedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when wildlife is untamed.
Source
is theagent
that tamed the wildlife.Target
is the wildlife that was untamed.UntamedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when wildlife is force-spawned and causes the oldest wildlife to be eliminated.
- Sends the
agent
wildlife that was spawned.ForceSpawnedEvent<public>:listenable(agent) = external {}
- Signaled when wildlife is damaged.
Source
is theagent
that damaged the wildlife. If the wildlife was damaged by a non-agent thenfalse
is returned.Target
is the wildlife that was damaged.DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when wildlife eats a pickup such as a Shroom or Meat.
- Sends the wildlife that ate something.
SomethingIsEatenEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
rides wildlife. Source
is theagent
that started riding the wildlife.Target
is the wildlife that was ridden.RiddenEvent<public>:listenable(device_ai_interaction_result) = external {}
- Signaled when an
agent
dismounts wildlife. Source
is theagent
that dismounted the wildlife.Target
is the wildlife that was dismounted.DismountedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Resets the count on the Total Spawn Count option.
Reset<public>():void = external {}
- Spawns wildlife from this device.
Spawn<public>():void = external {}
- Despawns wildlife.
Agent
is marked as the one who eliminated the wildlife.Despawn<public>(Agent:agent):void = external {}
- Destroys this device, marking
Agent
as the destroyer of the device.DestroySpawner<public>(Agent:agent):void = external {}
- Tames wildlife, making them AI partners of
Agent
.Tame<public>(Agent:agent):void = external {}
- Untames any tamed wildlife that belong to
Agent
.Untame<public>(Agent:agent):void = external {}
- Untames all wildlife.
UntameAll<public>():void = external {}
- Teleports
Agent
to the nearest wildlife, thenAgent
mounts that wildlife.Ride<public>(Agent:agent):void = external {}
- Dismounts
Agent
from wildlife.Dismount<public>(Agent:agent):void = external {}
- Dismounts all
agent
s from wildlife.DismountAll<public>():void = external {}
- Restores energy to wildlife belonging to
Agent
by Energy Restore Amount.RestoreEnergy<public>(Agent:agent):void = external {}
- Restores energy to wildlife by Energy Restore Amount.
RestoreEnergyForAll<public>():void = external {}
- Consumes energy from wildlife belonging to
Agent
by Energy Consume Amount.ConsumeEnergy<public>(Agent:agent):void = external {}
- Consumes energy from wildlife by Energy Consume Amount.
ConsumeEnergyForAll<public>():void = external {}
- Returns the spawn limit of the device.
GetSpawnLimit<public>()<transacts>:int = external {}
npc_spawner_device<public> := class<concrete><final>(creative_device_base):
- Used to spawn NPCs made with Character Definition asset.
- Signaled when a character is spawned.
- Sends the
agent
character who was spawned.SpawnedEvent<public>:listenable(agent) = external {}
- Signaled when a character is eliminated.
Source
is theagent
that eliminated the character. If the character was eliminated by a non-agent thenSource
is 'false'.Target
is the character that was eliminated.EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}
- Enables this device. Characters will start to spawn.
Enable<public>():void = external {}
- Disables this device. Characters will despawn if Despawn AIs When Disabled is set.
Disable<public>():void = external {}
- Resets the spawn count allowing spawning of a new batch of characters. `Reset():void = external {}
- Tries to spawn a character. `Spawn():void = external {}
- Despawns all characters. If set,
Instigator
will be considered as the eliminator of those characters.DespawnAll<public>(Instigator:?agent):void = external {}
using {/Fortnite.com/Vehicles}
using {/Fortnite.com/Characters}
using {/Fortnite.com/Teams}
Vehicles<public> := module:
vehicle_spawner_device<public> := class<abstract><epic_internal>(creative_device_base):
- Base class for various specialized vehicle spawners which allow specific vehicle types to be spawned and configured with specialized options.
vehicle_spawner_sports_car_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Whiplash sports car to be configured and spawned. - Signaled when an
agent
enters the vehicle. - Sends the
agent
that entered the vehicle.AgentEntersVehicleEvent<public>:listenable(agent) = external {}
- Signaled when an
agent
exits the vehicle. - Sends the
agent
that exited the vehicle.AgentExitsVehicleEvent<public>:listenable(agent) = external {}
- Signaled when a vehicle is spawned or respawned by this device.
- Sends the fort_vehicle who was spawned.
SpawnedEvent<public>:listenable(fort_vehicle) = external {}
- Signaled when a vehicle is spawned or respawned by this device.
- Deprecated, use SpawnedEvent instead.
VehicleSpawnedEvent<public>:listenable(tuple()) = external {}
- Signaled when a vehicle is destroyed.
- Deprecated, use DestroyedEvent instead.
VehicleDestroyedEvent<public>:listenable(tuple()) = external {}
- Signaled when a vehicle is destroyed.
DestroyedEvent<public>:listenable(tuple()) = external {}
- Enables this device.
Enable<public>():void = external {}
- Disables this device.
Disable<public>():void = external {}
- Sets
agent
as the vehicle's driver.AssignDriver<public>(Agent:agent):void = external {}
- Destroys the vehicle if it exists.
DestroyVehicle<public>():void = external {}
- Spawns a new vehicle. The previous vehicle will be destroyed before a new vehicle spawns.
RespawnVehicle<public>():void = external {}
- Specialized
vehicle_spawner_device
that allows a taxi to be configured and spawned.vehicle_spawner_taxi_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a surfboard to be configured and spawned.vehicle_spawner_surfboard_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a shopping cart to be configured and spawned.vehicle_spawner_shopping_cart_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Quadcrasher to be configured and spawned.vehicle_spawner_quadcrasher_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Prevalent sedan to be configured and spawned.vehicle_spawner_sedan_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Mudflap semi truck to be configured and spawned.vehicle_spawner_big_rig_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Driftboard to be configured and spawned.vehicle_spawner_driftboard_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a cannon to be configured and spawned.vehicle_spawner_cannon_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a boat to be configured and spawned.vehicle_spawner_boat_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Stormwing biplane to be configured and spawned.vehicle_spawner_biplane_device<public> := class<concrete><final>(vehicle_spawner_device):
vehicle_spawner_baller_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Baller vehicle to be configured and spawned. - Signaled when the vehicle runs out of energy.
OutOfEnergyEvent<public>:listenable(tuple()) = external {}
- Refills the vehicle's energy.
RefillEnergy<public>():void = external {}
- Specialized
vehicle_spawner_device
that allows an ATK (all terrain kart) to be configured and spawned.vehicle_spawner_atk_device<public> := class<concrete><final>(vehicle_spawner_device):
- Spawns a lightweight vehicle made for defying gravity with its rocket boosting, jumping, and aerial maneuverability capabilities.
vehicle_spawner_octane_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a helicopter to be configured and spawned.vehicle_spawner_helicopter_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows an anti-vehicle turret to be configured and spawned.vehicle_spawner_heavy_turret_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a siege cannon to be configured and spawned.vehicle_spawner_siege_cannon_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a UFO to be configured and spawned.vehicle_spawner_ufo_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a tank to be configured and spawned.vehicle_spawner_tank_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows an armored battle bus to be configured and spawned.
vehicle_spawner_armored_battle_bus_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a dirtbike to be configured and spawned.
vehicle_spawner_dirtbike_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a Nitro Drifter sedan to be configured and spawned.
vehicle_spawner_nitro_drifter_sedan_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a sportbike to be configured and spawned.
vehicle_spawner_sportbike_device<public> := class<concrete><final>(vehicle_spawner_device):
- Specialized
vehicle_spawner_device
that allows a GetAway Car to be configured and spawned.
vehicle_spawner_getaway_device<public> := class<concrete><final>(vehicle_spawner_device):
- Returns the
fort_vehicle
forInCharacter
. - Fails if
InCharacter
is not associated with afort_vehicle
.
(InCharacter:fort_character).GetVehicle<native><public>()<transacts><decides>:fort_vehicle
- Main API implemented by Fortnite vehicles.
fort_vehicle<native><public> := interface<unique><epic_internal>(positional, healthful, damageable, game_action_causer):
- Succeeds if this
fort_vehicle
is standing on ground.IsOnGround<public>()<transacts><decides>:void
- Succeeds if this
fort_vehicle
is standing in air.IsInAir<public>()<transacts><decides>:void
- Succeeds if this
fort_vehicle
is standing in water.IsInWater<public>()<transacts><decides>:void
- Returns an array with all the passengers of the vehicle.
GetPassengers<public>():[]fort_character
- Module import path: /Fortnite.com/Teams
Teams<public> := module:
- A generic set of team attitudes. Use this enum to model relationship behavior between your experience's agents/teams.
team_attitude<native><public> := enum:
- Agents/teams are friends. In Fortnite games two
agent
s on the sameteam
arefriendly
. - Use
fort_playspace.GetTeamCollection()
to get theteam_collection
for the active experience.
fort_team_collection<native><public> := interface<epic_internal>:
- Collection used to manage
team
s andagent
s on those teams.
- Returns an array of all the
team
s known to thisfort_team_collection
GetTeams<public>()<transacts>:[]team
- Adds
InAgent
toInTeam
. - Fails if
InTeam
is not part of thefort_team_collection
.
AddToTeam<public>(InAgent:agent, InTeam:team)<transacts><decides>:void
- Succeeds if
InAgent
is onInTeam
. - Fails if:
InAgent
is not onInTeam
.InTeam
is not part of thefort_team_collection
.
IsOnTeam<public>(InAgent:agent, InTeam:team)<transacts><decides>:void
- Returns an array of all
agent
s onInTeam
. - Fails if
InTeam
is not part of thefort_team_collection
.
GetAgents<public>(InTeam:team)<transacts><decides>:[]agent
- Get the
team
thatInAgent
is on. - Fails if
InAgent
is not on a team in thisfort_team_collection
.
GetTeam<public>(InAgent:agent)<transacts><decides>:team
- Returns the
team_attitude
betweenTeam1
andTeam2
. - Fails if:
Team1
is not in thisfort_team_collection
.Team2
is not in thisfort_team_collection
.
GetTeamAttitude<public>(Team1:team, Team2:team)<transacts><decides>:team_attitude
- Returns the
team_attitude
betweenAgent1
andAgent2
. - Fails if:
Agent1
is not on a team in thisfort_team_collection
.Agent2
is not on a team in thisfort_team_collection
.
GetTeamAttitude<public>(Agent1:agent, Agent2:agent)<transacts><decides>:team_attitude
- Module import path: /Fortnite.com/Playspaces
Playspaces<public> := module:
- A nested container that scopes objects, style, gameplay rules, visuals, etc.
- All objects and players in an experience will belong to a
fort_playspace
. There is typically onefort_playspace
for an entire experience, though this may change in the future as the platform evolves. - To access the
fort_playspace
for acreative_device
usecreative_device.GetPlayspace
.
fort_playspace<native><public> := interface<epic_internal>:
- Get an
[]player
s in the currentfort_playspace
.
GetPlayers<public>()<transacts>:[]player
- Get the
fort_team_collection
for the currentfort_playspace
.
GetTeamCollection<public>()<transacts>:fort_team_collection
- Signaled when a
player
joins thefort_playspace
. Returns a subscribable with a payload of thefort_character
that entered thefort_playspace
.
PlayerAddedEvent<public>():listenable(player)
- Signaled when a
player
leaves thefort_playspace
. Returns a subscribable with a payload of thefort_character
that left thefort_playspace
.
PlayerRemovedEvent<public>():listenable(player)
- Module import path: /Fortnite.com/Game
Game<public> := module:
- Result data for
fort_character
elimination events.
elimination_result<native><public> := struct<epic_internal>:
- The
fort_character
eliminated from the match byEliminatingCharacter
.
EliminatedCharacter<native><public>:fort_character
fort_character
that eliminatedEliminatedCharacter
from the match.EliminatingCharacter
will be false whenEliminatedCharacter
was eliminated through non-character actions, such as environmental damage.
EliminatingCharacter<native><public>:?fort_character
- Implemented by objects to allow reading position information.
positional<native><public> := interface<epic_internal>:
- Returns the transform of the object.
GetTransform<public>()<transacts>:transform
- Implemented by Fortnite objects that have health state and can be eliminated.
healthful<native><public> := interface<epic_internal>:
- Returns the health state of the object. This value will between 0.0 and
GetMaxHealth
GetHealth<public>()<transacts>:float
- Sets the health state of the object to
Health
. - Health state will be clamped between 1.0 and
GetMaxHealth
. - Health state cannot be directly set to 0.0. To eliminate
healthful
objects use thedamageable.Damage
functions instead.
SetHealth<public>(Health:float)<transacts>:void
- Returns the maximum health of the object. This value will be between 1.0 and Inf.
GetMaxHealth<public>()<transacts>:float
- Sets the maximum health state of the object.
- MaxHealth will be clamped between 1.0 and Inf.
- Current health state will be scaled up or down based on the scale difference between the old and new MaxHealth state.
SetMaxHealth<public>(MaxHealth:float)<transacts>:void
- Implemented by Fortnite objects that have shields. A shield is a method of protection that can take incoming damage while leaving the health state unchanged.
shieldable<native><public> := interface<epic_internal>:
- Returns the shield state of the object. This value will between 0.0 and
MaxShield
GetShield<public>()<transacts>:float
- Sets the shield state of the object.
- Shield state will be clamped between 0.0 and
MaxShield
.SetShield<public>(Shield:float)<transacts>:void
- Returns the maximum shield state of the object. This value will be between 0.0 and Inf.
GetMaxShield<public>()<transacts>:float
- Sets the maximum shield state of the object.
- MaxShield will be clamped between 0.0 and Inf.
- Current shield state will be scaled up or down based on the scale difference between the old and new MaxShield state.
SetMaxShield<public>(MaxShield:float)<transacts>:void
- Signaled when the shield is damaged.
DamagedShieldEvent<public>():listenable(damage_result)
- Signaled when the shield is healed.
HealedShieldEvent<public>():listenable(healing_result)
- Implemented by Fortnite objects that can be damaged.
damageable<native><public> := interface<epic_internal>:
- Damage the
damageable
object anonymously byAmount
. SettingAmount
to less than 0 will cause no damage. - Use
Damage(:damage_args):void
when damage is being applied from a known instigator and source.Damage<public>(Amount:float):void
- Damage the
damageable
object byArgs.Amount
. SettingAmount
to less than 0 will cause no damage.
Damage<public>(Args:damage_args):void
- Signaled when damage is applied to the
damageable
object.
DamagedEvent<public>():listenable(damage_result)
- Implemented by Fortnite objects that can be healed.
healable<native><public> := interface<epic_internal>:
- Heal the
healable
object anonymously byAmount
. SettingAmount
to less than 0 will cause no healing. - Use
Heal(:healing_args):void
when healing is being applied from a known instigator and source.
Heal<public>(Amount:float):void
- Cause
Args.Amount
damage to thedamageable
object. SettingAmount
to less than 0 will cause no damage.
Heal<public>(Args:healing_args):void
- Signaled when healing is applied to the
healable
object.
HealedEvent<public>():listenable(healing_result)
- Parameters for common damage functions on Fortnite objects.
damage_args<native><public> := struct:
- Player, agent, etc. that instigated the damage to the object.
Instigator<native><public>:?game_action_instigator = external {}
- Player, weapon, vehicle, etc. that damaged the object.
Source<native><public>:?game_action_causer = external {}
- Amount of damage to apply to the object.
Amount<native><public>:float
- Results for damage events on Fortnite objects.
damage_result<native><public> := struct<epic_internal>:
- Object that was damaged.
Target<native><public>:damageable
- Amount of damage applied to
Target
.
Amount<native><public>:float
- Player, agent, etc. that instigated the damage to
Target
. Can be false when damage is instigated by code, the environment, etc.
Instigator<native><public>:?game_action_instigator = external {}
- Player, weapon, vehicle, etc. that damaged
Target
. Can be false when damage is caused by code, the environment, etc.
Source<native><public>:?game_action_causer = external {}
- Parameters for common healing functions on Fortnite objects.
healing_args<native><public> := struct:
- Player, agents, etc. that instigated the healing of the object.
Instigator<native><public>:?game_action_instigator = external {}
- Player, weapon, vehicle, etc. that healed the object.
Source<native><public>:?game_action_causer = external {}
- Amount of healing to apply to the object.
Amount<native><public>:float
- Results for healing events on Fortnite objects.
healing_result<native><public> := struct<epic_internal>:
- Object that was healed.
Target<native><public>:healable
- Amount of healing applied to
Target
.
Amount<native><public>:float
- Player, agent, etc. that instigated healing of the
Target
. Can be false when damage is instigated by code, the environment, etc.
Instigator<native><public>:?game_action_instigator = external {}
- Player, weapon, vehicle, etc. that healed
Target
. Can be false when damage is caused by code, the environment, etc.
Source<native><public>:?game_action_causer = external {}
- Implemented by Fortnite objects that initiate game actions, such as damage and heal. For example, player or agents.
- Event listeners often use
game_action_instigators
to calculate player damage scores.
game_action_instigator<native><public> := interface<epic_internal>:
- Implemented by Fortnite objects that can be passed through game action events, such as damage and heal.
- For example: player, vehicle, or weapon.
- Event Listeners often use
game_action_causer
to pass along additional information about what weapon caused the damage. - Systems will then use that information for completing quests or processing game specific event logic.
game_action_causer<native><public> := interface:
FortPlayerUtilities<public> := module:
- Module import path: /Fortnite.com/FortPlayerUtilities
- Sends
InPlayer
back to the main game lobby.(InPlayer:player).SendToLobby<native><public>()<transacts>:void
- Succeeds if
InPlayer
is spectating the experience. Fails otherwise.(InPlayer:player).IsSpectator<native><public>()<transacts><decides>:void
- Returns an
[]player
s currently spectatingInPlayer
.(InPlayer:player).GetPlayersSpectating<native><public>()<transacts>:[]player
- Respawns the character for
InAgent
at the providedRespawnPosition
and applies the yaw ofRespawnRotation
.(InAgent:agent).Respawn<native><public>(RespawnPosition:vector3, RespawnRotation:rotation)<transacts>:void
Characters<public> := module:
- Module import path: /Fortnite.com/Characters
- Main API implemented by Fortnite characters.
fort_character<native><public> := interface<unique><epic_internal>(positional, healable, healthful, damageable, shieldable, game_action_instigator, game_action_causer):
- Returns the agent associated with this
fort_character
. Use this when interacting with APIs that require anagent
reference.GetAgent<public>()<transacts><decides>:agent
- Signaled when this
fort_character
is eliminated from the match.EliminatedEvent<public>():listenable(elimination_result)
- Returns the rotation where this
fort_character
is looking or aiming at.GetViewRotation<public>()<transacts>:rotation
- Returns the location where this
fort_character
is looking or aiming from.GetViewLocation<public>()<transacts>:vector3
- Signaled when this
fort_character
jumps. Returns a listenable with a payload of thisfort_character
.JumpedEvent<public>():listenable(fort_character)
- Signaled when this
fort_character
changes crouch state. - Sends
tuple
payload: -
- 0: the
fort_character
that changed crouch states.
- 0: the
-
- 1:
true
if the character is crouching.false
if the character is not crouching.
- 1:
CrouchedEvent<public>():listenable(tuple(fort_character, logic))
- Signaled when this
fort_character
changes sprint state. - Sends
tuple
payload: -
- 0: the
fort_character
that changed sprint state.
- 0: the
-
- 1:
true
if the character is sprinting.false
if the character stopped sprinting.<public>():listenable(tuple(fort_character, logic))
- 1:
- Succeeds if this
fort_character
is in the world and has not been eliminated. Most fort_character actions will silently fail if this fails. Please test IsActive if you want to handle these failure cases rather than allow them to silently fail.
IsActive<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is in the 'Down But Not Out' state. In this state the character is down but can still be revived by teammates for a period of time.IsDownButNotOut<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is crouching.IsCrouching<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is standing on the ground.IsOnGround<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is standing in the air.IsInAir<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is inside water volume.IsInWater<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is in falling locomotion state.IsFalling<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is in gliding locomotion state.IsGliding<public>()<transacts><decides>:void
- Succeeds if this
fort_character
is in flying locomotion state.IsFlying<public>()<transacts><decides>:void
-
Parameters for
fort_character.PutInStasis
function:stasis_args<native><public> := struct: # Controls if `fort_character` can still turn while in stasis. AllowTurning<native><public>:logic = external {} # Controls if `fort_character` can still fall while in stasis. AllowFalling<native><public>:logic = external {} # Controls if `fort_character` can still perform emotes while in stasis. AllowEmotes<native><public>:logic = external {}
-
Puts this
fort_character
into stasis, preventing certain types of movement specified byArgs
.PutInStasis<public>(Args:stasis_args)<transacts>:void
-
Release this
fort_character
from stasis.ReleaseFromStasis<public>()<transacts>:void
- Sets this
fort_character
visibility to visible.Show<public>():void
- Sets this
fort_character
visibility to invisible.Hide<public>():void
- Control if this
fort_character
can be damaged.SetVulnerability<public>(Vulnerable:logic)<transacts>:void
- Succeeds if this
fort_character
can be damaged. Fails if thisfort_character
cannot be damaged.IsVulnerable<public>()<transacts><decides>:void
- Teleports this
fort_character
to the providedPosition
and applies the yaw ofRotation
. Will fail if thePosition
specified is e.g. outside of the playspace or specifies a place where the character cannot fit.
TeleportTo<public>(Position:vector3, Rotation:rotation)<transacts><decides>:void
- Returns the
fort_character
forInAgent
. Fails ifInAgent
is not afort_character
.(InAgent:agent).GetFortCharacter<native><public>()<transacts><decides>:fort_character
- Returns a
game_action_instigator
interface forInAgent
.(InAgent:agent).GetInstigator<native><public>()<transacts>:game_action_instigator
- Returns the
agent
forInInstigator
. Fails ifInInstigator
is not anagent
.(InInstigator:game_action_instigator).GetInstigatorAgent<native><public>()<transacts><decides>:agent
- Module import path: /Fortnite.com/Building
Building<public> := module:
- Module import path: /Fortnite.com/Assets
'Assets := module:'
- Module import path: /Fortnite.com/Animation
- Module import path: /Fortnite.com/Animation/PlayAnimation
Animation<public> := module:
PlayAnimation<public> := module:
play_animation_result<native><public> := enum:
- The animation completed successfully.
Completed
- The animation was interrupted whilst playing.
Interrupted
- The animation encountered an error during initialization or whilst playing.
Error
- An interface for playing an animation on an object.
play_animation_controller<native><public> := interface<epic_internal>:
- Play an animation sequence.
PlayAndAwait<public>(AnimationSequence:animation_sequence, ?PlayRate:float = external {}, ?StartPositionSeconds:float = external {}, ?BlendInTime:float = external {}, ?BlendOutTime:float = external {})<suspends>:play_animation_result
- Start an animation sequence and obtain an instance to query and manipulate.
Play<public>(AnimationSequence:animation_sequence, ?PlayRate:float = external {}, ?StartPositionSeconds:float = external {}, ?BlendInTime:float = external {}, ?BlendOutTime:float = external {}):play_animation_instance
- An animation instance created from play_animation_controller.Play that can be queried and manipulated.
play_animation_instance<native><public> := class<epic_internal>:
- Returns the state of the animation playback.
GetState<native><public>()<transacts>:play_animation_state
- Stops the animation.
Stop<native><public>():void
- Event triggered when the animation is completed.
CompletedEvent<native><public>:listenable(tuple()) = external {}
- Event triggered when the animation is interrupted.
InterruptedEvent<native><public>:listenable(tuple()) = external {}
- Event triggered when the animation has finished to blend out.
BlendedInEvent<native><public>:listenable(tuple()) = external {}
- Event triggered when the animation is beginning to blend out.
BlendingOutEvent<native><public>:listenable(tuple()) = external {}
- Helper function that waits for the animation to complete or be interrupted.
Await<public>()<suspends>:play_animation_result = external {}
- Helper function that succeeds if the state is Playing, BlendingIn, or BlendingOut.
IsPlaying<public>()<transacts><decides>:void = external {}
- The potential states of a play animation instance.
play_animation_state<native><public> := enum:
- The animation is blending in.
BlendingIn
- The animation has blended in, is playing, and has not begun blending out.
Playing
- The animation is playing and is blending out.
BlendingOut
- The animation completed successfully.
Completed
- The animation was stopped internally.
Stopped
- The animation was interrupted externally.
Interrupted
- An error occurred at creation or during playback.
Error
- Get the play_animation_controller for the specified character.
(InCharacter:fort_character).GetPlayAnimationController<native><public>()<transacts><decides>:play_animation_controller
- Module import path: /Fortnite.com/AI
AI<public> := module:
focus_interface<native><public> := interface<epic_internal>:
- Look At specified location. Will never complete unless interrupted.
MaintainFocus<public>(Location:vector3)<suspends>:void
- Look At specified Agent. Will never complete unless interrupted.
MaintainFocus<public>(Agent:agent)<suspends>:void
- Get the focus_interface interface for the specified character.
(InCharacter:fort_character).GetFocusInterface<native><public>()<transacts><decides>:focus_interface fort_leashable<native><public> := interface<epic_internal>:
- Set custom leash position.
- 'InnerRadius' ranges from 0.0 to 20000.0 (in centimeters).
- 'OuterRadius' ranges from 0.0 to 20000.0 (in centimeters) and no less than 'InnerRadius'.
SetLeashPosition<public>(Location:vector3, InnerRadius:float, OuterRadius:float):void
- Set the agent to be the new center of the leash.
- 'InnerRadius' ranges from 0.0 to 20000.0 (in centimeters).
- 'OuterRadius' ranges from 0.0 to 20000.0 (in centimeters) and no less than 'InnerRadius'.
SetLeashAgent<public>(Agent:agent, InnerRadius:float, OuterRadius:float):void
- Removes the current leash.
ClearLeash<public>():void
- Get the current fort_leashable interface for the specified character.
(InCharacter:fort_character).GetFortLeashable<native><public>()<transacts><decides>:fort_leashable
navigation_target<native><public> := class<epic_internal>:
-
Generate a navigation_target from any position
MakeNavigationTarget<constructor><native><public>(Position:vector3):navigation_target
MakeNavigationTarget
navigation_result := enum: # The destination has been reached Reached # The destination has been partially reached (AllowPartialPath was used) PartiallyReached # Navigation has been interrupted before completion Interrupted # The navigating agent is blocked Blocked # The destination cannot be reached Unreachable
movement_type := class<epic_internal>:
movement_types := module: Walking:movement_type = external {}
Running<public>:movement_type = external {}
navigatable := interface<epic_internal>: # Return the current destination of the character GetCurrentDestination():vector3
# Navigate toward the specified target NavigateTo<public>(Target:navigation_target, ?MovementType:movement_type = external {}, ?ReachRadius:float = external {}, ?AllowPartialPath:logic = external {})<suspends>:navigation_result # Stop navigation StopNavigation<public>():void # Wait for a specific duration Wait<public>(?Duration:float = external {})<suspends>:void # Apply a multiplier on the movement speed (Multiplier is clamped between 0.5 and 2) SetMovementSpeedMultiplier<public>(Multiplier:float):void
(InCharacter:fort_character).GetNavigatable():navigatable
The npc_behavior can be defined for a character in a CharacterDefinition asset, or in a npc_spawner_device.
npc_behavior := class: # This function is called when the NPC is added to the simulation. OnBegin<native_callable>():void = external {}
# This function is called when the NPC is removed from the simulation. OnEnd<native_callable><public>():void = external {} # Returns the agent associated with this behavior. GetAgent<native><public>()<transacts><decides>:agent
(InAgent:agent).GetNPCBehavior():npc_behavior