SetPlayerHead: Difference between revisions
Jump to navigation
Jump to search
Document player skin, body and head appearance API |
Clarify player appearance API behavior |
||
| Line 32: | Line 32: | ||
* Available only in server-side resource scripts. | * Available only in server-side resource scripts. | ||
* This API writes the validated Mutable <code>Head</code> option and never accepts raw Unreal paths. | * This API writes the validated Mutable <code>Head</code> option and never accepts raw Unreal paths. | ||
* | * To display an independent head, set the body to <code>default</code>. Named body presets retain their original head. | ||
* The reliable state is replayed during relevance entry and late join. | * The reliable state is replayed during relevance entry and late join. | ||
* This emits <code>onPlayerHeadChange</code> when accepted. | * This emits <code>onPlayerHeadChange</code> when accepted. | ||
Revision as of 21:43, 15 August 2026
setPlayerHead
Changes a player's independent Nameless Hero head option.
Syntax
bool setPlayerHead(int playerId, string headKey)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
headKey |
string |
yes | A stable key returned by getPlayerHeadNames.
|
Returns
Returns true when the compatible head is accepted and replicated; otherwise returns false.
Examples
Select the second editable head:
setPlayerBody(playerId, "default")
if not setPlayerHead(playerId, "head_02") then
outputChatBox("The head option could not be applied.", playerId)
end
Notes
- Available only in server-side resource scripts.
- This API writes the validated Mutable
Headoption and never accepts raw Unreal paths. - To display an independent head, set the body to
default. Named body presets retain their original head. - The reliable state is replayed during relevance entry and late join.
- This emits
onPlayerHeadChangewhen accepted.