Type history (2 revisions)
- 15.21 - 15.21
Embed<0x385c323f> - since 15.22
Embed<AnimationGeComponentDef>
Plays the animations that sequences request on the mesh.
An entity template that places a character mesh: an
animated character model that is not a unit, such as a decorative creature. It creates a
CharacterMeshEntity. The CharacterMesh component builds
the skinned mesh from the character and skin in Character when the entity activates, and
plays its idle animation.
Embed<0x385c323f> Embed<AnimationGeComponentDef> Plays the animations that sequences request on the mesh.
Embed<SkinCharacterGeComponentDef> Pointer<SkinCharacterGeComponentDef> Character record and skin of the mesh. When null, the entity has no character component.
Embed<CharacterMeshGeComponentDef> {
"IdleAnimationName": "",
"PlayIdleAnimation": false,
"0xb887f6e9": 0
}Embed<0x385c323f> Embed<CharacterMeshGeComponentDef> Builds and animates the mesh. See CharacterMeshGeComponentDef.
Minimap and HUD icon of the entity. When null, the entity has no icon.
Bool = true Whether the server controls the entity. When false, the client builds no networking
component: the entity activates at map load if 0xbbe68da1 allows it, and it does not
receive server updates. When true, the entity waits for the server to activate it.
Light channel mask of the mesh. See LightChannelsGeComponentDef.
Embed<0x385c323f> Embed<NetworkingGeComponentDef> Receives the server's updates for the entity. The client does not build it when IsReplicated is false.
Scripts that run on the entity. See ScriptGeComponentDef.
Embed<0x385c323f> Embed<SequencerGeComponentDef> Lets sequences act on the entity.
State machine of the entity. When null, the entity has no state machine.
Team of the entity.
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Embed<0x385c323f> Embed<DynamicMaterialGeComponentDef> Material parameters that sequences set on the entity.