nanos world Documentation

website·Indexed 32 days ago

https://docs.nanos-world.com/

Developer documentation for nanos world, covering server installation, Lua scripting, and asset modding. Includes guides on core concepts like network authority, classes, and packages, as well as tutorials for creating custom tool guns, weapons, and HUDs. Supports both latest (a1.156.0) and bleeding-edge versions.

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What's inside nanos world

  1. Overview of the VehicleWater class

    The VehicleWater class represents entities that can be possessed and driven by Characters over water using dynamic physics. This class is Server-Only and is auto-distributed. It inherits from Base Entity, Base Actor, Base Paintable, Base Damageable, and Base Vehicle.
  2. Overview of CharacterSimple class

    CharacterSimple is a simplified Character implementation with basic movement capabilities, intended for use with custom NPCs or basic Pawns. It is auto-distributed and available on both the Client and Server. It inherits functionality from Base Entity, Base Actor, Base Paintable, Base Damageable, and Base Pawn.
  3. Overview of Forge Placeholders

    Placeholders in nanos world Forge allow developers to place actors in a map that can be exported to Lua code. This is primarily used to define spawn points, doors, or other entities within scripts. Unlike ADK placeholders, Forge placeholders are not limited to hardcoded classes; developers can create custom placeholder actors with unique properties.
  4. Overview of the Character class

    The Character class represents Actors that can be possessed, move, and interact with the world. They are built as Skeletal Meshes using Unreal's Mannequin Skeletal system, with native animations and interactivity. Developers can import any Skeletal Mesh that uses the Unreal Mannequin Skeletal to be used as a Character. The class inherits from Base Entity, Base Actor, Base Paintable, Base Damageable, and Base Pawn.
  5. Overview of the nanos world Vault

    The Vault is an in-game interface used to browse, download, update, and manage Asset Packs and Packages (collectively referred to as Resources). It includes filtering options by tags, categories, and popularity to help users find specific content.
  6. Overview of the Entity Base Class

    The Entity class serves as the abstract base class for all entity types in the system. It defines common methods and events shared across all inheriting classes. Because it is an abstract base class, you cannot spawn an Entity directly or call methods on the base class name itself; instead, you must use a specific class that inherits from it.
  7. Overview of InstancedStaticMesh

    An InstancedStaticMesh entity allows for the efficient rendering of a group of identical meshes. Unlike a standard StaticMesh, it supports multiple instances of the same mesh in a single entity.

    Important Requirements:

    • Any mesh used with an InstancedStaticMesh must have its materials set to Used with Instanced Static Meshes within the Material Editor.
    • To 'hide' an instance without removing it (which avoids reordering all instance indexes), set the instance scale to Vector(0, 0, 0) using SetInstanceTransform.
    local my_index = 123
    my_instanced_static_mesh:SetInstanceTransform(my_index, nil, nil, Vector(0, 0, 0))
  8. Overview of CharacterSimple class

    CharacterSimple is a simplified Character implementation with basic movement, intended for use with custom NPCs or basic Pawns. It is auto-distributed and available on both Client and Server. It inherits from Base Entity, Base Actor, Base Paintable, Base Damageable, and Base Pawn.