Player Class

/Fortnite.com/FortPlayerUtilities /Fortnite.com/Game

Inherits the agent class.

Methods

Method
Type
Description

GetTransform()

Gets the transform of a player.

GetHealth()

float

Returns the health state of the object. This value will between 0.0 and GetMaxHealth

SetHealth(Health:float)

void

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 the damageable.Damage functions instead.

GetMaxHealth()

float

Returns the maximum health of the object. This value will be between 1.0 and Inf.

SetMaxHealth(MaxHealth:float)

void

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.

GetShield()

float

Returns the shield state of the object. This value will between 0.0 and MaxShield

SetShield(Shield:float)

void

Sets the shield state of the object.

  • Shield state will be clamped between 0.0 and MaxShield.

GetMaxShield()

float

Returns the maximum shield state of the object. This value will be between 0.0 and Inf.

SetMaxShield(MaxShield:float)

void

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.

Damage(Amount:float)

void

Damage the damageable object anonymously by Amount. Setting Amount to less than 0 will cause no damage. Use Damage(damage_args) when damage is being applied from a known instigator and source.

Damage(Args:damage_args)

void

Damage the damageable object by Args.Amount. Setting Amount to less than 0 will cause no damage.

Heal(Amount:float)

void

Heal the healable object anonymously by Amount. Setting Amount to less than 0 will cause no healing. Use Heal(healing_args) when healing is being applied from a known instigator and source.

Heal(Args:healing_args)

void

Cause Args.Amount damage to the damageable object. Setting Amount to less than 0 will cause no damage.

SendToLobby()

void

Sends InPlayer back to the main game lobby.

IsSpectator()

void

Succeeds if InPlayer is spectating the experience. Fails otherwise.

GetPlayersSpectating()

[]player

Returns an []players currently spectating InPlayer.

Respawn(RespawnPosition:vector3, RespawnRotation:rotation)

void

Respawns the character for InAgent at the provided RespawnPosition and applies the yaw of RespawnRotation.

Events

Event
Parameters
Description

DamagedShieldEvent

Signaled when the shield is damaged.

HealedShieldEvent

Signaled when the shield is healed.

DamagedEvent

Signaled when damage is applied to the damageable object.

HealedEvent

Signaled when healing is applied to the healable object.

Damage Args

Parameter
Type
Description

Instigator

game_action_instigator

Player, agent, etc. that instigated the damage to the object.

Source

game_action_causer

Player, weapon, vehicle, etc. that damaged the object.

Amount

float

Amount of damage to apply to the object.

Good to know: Accessing the values through the damage_result type parameter named DamageResult can be done through for exampleDamageResult.Target

Damage Result

Parameter
Type
Description

Target

damageable

Object that was damaged.

Amount

float

Amount of damage applied to Target.

Instigator

game_action_instigator

Player, agent, etc. that instigated the damage to Target. Can be false when damage is instigated by code, the environment, etc.

Source

game_action_causer

Player, weapon, vehicle, etc. that damaged Target. Can be false when damage is caused by code, the environment, etc.

Healing Args

Parameter
Type
Description

Instigator

game_action_instigator

Player, agents, etc. that instigated the healing of the object.

Source

game_action_causer

Player, weapon, vehicle, etc. that healed the object.

Amount

float

Amount of healing to apply to the object.

Good to know: Accessing the values through the healing_result type parameter named HealingResult can be done through for exampleHealingResult.Target

Healing Result

Parameter
Type
Description

Target

healable

Object that was healed.

Amount

float

Amount of healing applied to Target.

Instigator

game_action_instigator

Player, agent, etc. that instigated healing of the Target. Can be false when damage is instigated by code, the environment, etc.

Source

game_action_causer

Player, weapon, vehicle, etc. that healed Target. Can be false when damage is caused by code, the environment, etc.

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