Point Entity

EntityFactory

Spawns an entity of a configured class at this entity's position when triggered.

Properties

Name Type Description
Entity To Create String The exact class name of the entity to spawn.

Inputs

Name Parameter Description
CreateEntity Spawns one instance of the configured entity class at this entity's world position, with matching rotation and scale.

Universal Inputs

These inputs are available on every entity in the engine, not just this one.

Name Parameter Description
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details.
AddVelocity x,y,z Adds the given vector to the entity's current velocity.
SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity.
SetPosition x,y,z Teleports the entity to the given world position.
SetScale x,y,z Sets the entity's scale.
SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees.
AddImpulse x,y,z Applies an instantaneous physics impulse to the entity.
Destroy Despawns this entity on the next frame.

Notes

EntityFactory spawns entities at runtime from the editor without any code. The spawned entity inherits this entity’s position, rotation, velocity, and scale at the moment CreateEntity is called.

The class name in Entity To Create must exactly match the class name of the entity you want to spawn, including capitalisation. This is the same name that shows up in the editor. If the class is not found in the entity lookup table the call will throw an exception.

The spawned entity starts with no editor properties set, so any properties your entity reads in OnSpawn will be empty. If your entity requires properties to function, either give it safe defaults in code or spawn it through normal means instead.