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Please add as much as context, details and use cases as possible!
This is important so we can prioritize it correctly and make the best design decisions based on your real needs!
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[Server/Client static classes] add `.GetLogLevel` function
Returns client or server log level, would be usefull to mark scripting prints as normal/debug/verbose based on the native configuration It would be easier to avoid polluting the console when not needed. Of course, it's possible to do without it, but I have the feeling that this would duplicate something that already exists, but which is not yet exploited by scripting.
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[SceneCapture] Add `CaptureScene` function
This would be really useful for cases where the scene needs to be recaptured at specific moments
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complete
3
[CharacterSimple] Add "OnMovementModeChanged" / "OnLanded" / "OnJumped" / "OnStartCrouch", "OnEndCrouch" events
API Design: ("OnLanded", function( tHitResult ) end) ("OnMovementModeChanged", function( iPrevMovementMode, iNewMovementMode ) end) ("OnJumped", function() end) ("OnStartCrouch", function() end) ("OnEndCrouch", function() end)
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9
[CharacterSimple] Add BindAnimationBlueprintEventDispatcher
Similar to Blueprint:BindBlueprintEventDispatcher , but on CharacterSimple class. This feature would significantly enhance the flexibility of the CharacterSimple class by allowing it to listen to it's AnimBP custom events on the Lua side. It would simplify communication between UE and Lua scripts, and eliminate the need for wobbly workarounds
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6
[Events] `Events.UnsubscribeRemote`
Add a dedicated way to unsubscribe from remote events and keep the current Events.Unsubscribe only for local events Also add entity:UnsubscribeRemote
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6
Move `GetCapsuleSize` to Base Pawn class
It'd be great if Base Pawn had this method so it could be used on a CharacterSimple entity Base Pawn already have the setter, but the getter is only available on Character class
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complete
2
GetSocketTransform(socket_name)
vehicle:GetSocketTransform(s_name) weapon:GetSocketTransform(s_name) character:GetSocketTransform(s_name) I need it to get the weapon muzzle transform and noticed that the BoneTransform functions don't return that stuff for sockets
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7
[Trace] Add `ImpactPoint` in return value
Return an accurate impact point for traces that aren't just simple lines (boxes, capsules, spheres)
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Move `GetBoneTransform` from Character to Base Pawn class
Having char:GetBoneTransform on the Base Pawn class will allow scripters to also use this method on CharacterSimple instances (currently we can only use it on Character instances)
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[Pawn] `StopAnimation` blend out
Currently, pawn:StopAnimation ignores the blend out time on the animation run by pawn:PlayAnimation which has just been stopped It would be great to A: Not ignore it by default and use the value passed in PlayAnimation as blend out time, and add a ignore_blend parameter to the method or B: Not ignore it by default and use the value passed in PlayAnimation as blend out time, and add an optionnal blend_out_time parameter to the method that will override this value (<= 0 to disable blend)
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