Event Names

Here is a list of all EventHandler events that the controller uses, along with a brief description of what each event is used for and its parameters, if it has any:

Event Name Parameters Description
OnAbilityMessageCanStart Ability ability, bool canStart The ability can start or no longer stop.
OnAbilityUnequipItemComplete CharacterItem item, int slotID The item has been unequipped from the slot slotID.
OnAbilityWillEquipItem CharacterItem item, int slotID The item will be equipped in the slot slotID.
OnAddCrosshairsSpread bool start, bool fromRecoil The crosshair spread should be started/stopped, either from recoil or set to max spread.
OnAddSecondaryCameraForce Vector3 positionalForce, Vector3 rotationalForce, float restAccumulation Adds a secondary positional and rotational force to the ViewTypes.
OnAddSecondaryForce int slotID, Vector3 positionalForce, Vector3 rotationalForce, bool globalForce Adds a positional and rotational force to the IK target.
OnAimAbilityAim bool aim The aim ability is/is not aiming.
OnAimAbilityStart bool aim, bool inputStart The aim ability was started/stopped. inputStart describes whether it was started/stopped from user input.
OnAnimatorSnapped The animator has been snapped.
OnAnimatorWillSnap The animator will snap.
OnAnchorOffsetUpdated The camera’s anchor offset value has been changed.
OnAttributeModifierAutoUpdateEnabled AttributeModifier attributeModifier, bool enable The attributeModifier‘s auto-update has been enabled/disabled.
OnAttributeReachedDestinationValue An attribute has reached its destination value.
OnAttributeUpdateValue Attribute attribute The attribute‘s value has been changed.
OnCameraAttachCharacter GameObject character The character has been attached to the camera.
OnCameraChangePerspectives bool firstPersonPerspective The camera has swithced between first and third person perspectives.
OnCameraChangeViewTypes ViewType viewType, bool activate The viewType was activated/deactivated.
OnCameraRotationalForce Vector3 force Add the rotational force to the camera.
OnCameraWillChangePerspectives bool firstPersonPerspective The camera will switch between first and third person perspectives.
OnCameraZoom bool zoom The camera has zoomed in/out.
OnCharacterAbilityActive Ability ability, bool active The ability has been activated/deactivated.
OnCharacterActivate bool active The character itself has been activated/deactivated.
OnCharacterAttachCamera CameraController cameraController The cameraController has been attached to the character.
OnCharacterAttachLookSource ILookSource lookSource The ILookSource has been attached to the character.
OnCharacterChangeMovementType MovementType movementType The character’s movement type will be changed to movementType.
OnCharacterChangeMovingPlatforms Transform platform The character has been attached to the moving platform.
OnCharacterChangePerspectives bool firstPersonPerspective The camera will switch between first and third person perspectives.
OnCharacterChangeTimeScale bool value The character’s time scale will be changed to value.
OnCharacterChangeUpdateLocation UpdateLocation updateLocation The character’s update location will be changed to the specified updateLocation.
OnCharacterDestroyed The Ultimate Character Locomotion component has been destroyed.
OnCharacterEnterUIZone bool inUIZone The character has entered/exited a zone which should show the UI and cursor.
OnCharacterForceIndependentLook bool independentLook Independent look will be enabled/disabled on the character to allow the ability to have control over rotation.
OnCharacterGrounded bool grounded The character’s grounded state has changed to grounded.
OnCharacterImmediateTransformChange bool snapAnimator The character’s transform position/rotation has been immediately changed.
OnCharacterIndependentFade bool enable, bool revertFade Another object has started or stopped taking control of the character fade.
OnCharacterItemAbilityActive ItemAbility itemAbility, bool active The itemAbility has been activated/deactivated.
OnCharacterLand float height The character has landed from height.
OnCharacterLean float distance, float tilt, float itemTiltMultiplier The character is leaning the specified distance and tilt amount.
OnCharacterMoving bool moving The character has either started or stopped moving.
OnCharacterSnapAnimator The character’s animator should be snapped to match its current state.
OnDeath Vector3 position, Vector3 force, GameObject attacker An object with the Health component has died. See OnHealthDamage.
OnEnableGameplayInput bool enable Gameplay input should be enabled/disabled.
OnEquipUnequipItemSetIndexChange int itemSetIndex The active ItemSet index has changed to itemSetIndex.
OnEquipUnequipVerifyUnequipItem int itemSetCategoryIndex, int slotID Verify that the unequipping item specified by the itemSetCategoryIndex in the slot slotID still needs to be unequipped.
OnFirstPersonPerspectiveActivate FirstPersonPerspectiveItem perspectiveItem, bool active The first person perspective item has been activated/deactivated.
OnHealthDamage float amount, Vector3 position, Vector3 force, GameObject attacker, Collider hitCollider Damage has been applied to the Health component.
OnHealthHeal float amount The Health component has been healed by amount.
OnHeightChangeAdjustHeight float heightAdjustment The character’s height has been adjusted by the specified amount.
OnInputControllerConnected bool controllerConnected A controller has been connected/disconnected.
OnInventoryAddItem CharacterItem item The item has been added to the inventory.
OnInventoryAdjustItemIdentifierAmount IItemIdentifier itemIdentifier, int remaining The amount of the item itemIdentifier has been adjusted, leaving remaining of that item left.
OnInventoryEquipItem CharacterItem item, int slotID The item in slot slotID has been equipped.
OnInventoryPickupItem CharacterItem item, int amount, bool immediatePickup, bool forceEquip The amount of item has been picked up and will/will not be picked up immediately and forcefully equipped.
OnInventoryPickupItemIdentifier IItemIdentifier itemIdentifier, int amount, bool immediatePickup, bool forceEquip The amount of item itemIdentifier has been picked up and will/will not be picked up immediately and forcefully equipped.
OnInventoryRemoveItem
OnInventoryRespawned The inventory has respawned.
OnInventoryUnequipItem CharacterItem item, int slotID The item in slot slotID has been unequipped.
OnItemPickupStartPickup An ItemPickup has been started to be picked up.
OnItemPickupStopPickup An ItemPickup has been stopped to be picked up.
OnItemSetIndexChange int categoryIndex, int itemSetIndex The ItemSetManager has changed the category categoryIndex‘s active ItemSet index to itemSetIndex.
OnItemSetManagerUpdateItemSet int categoryIndex, int itemSetIndex Updates the currently active item set in the category categoryIndex to itemSetIndex.
OnItemSetManagerUpdateNextItemSet int categoryIndex, int prevItemSetIndex, int itemSetIndex Updates the next item set in category categoryIndex, including the previous and next item set indices.
OnItemShowFullScreenUI int fullScreenUIID, bool showFullScreenUI Shows/hides the full screen UI object based on its UI ID.
OnItemStartUse IUsableItem item, bool use The item is starting/stopping use.
OnItemTryReload int slotID, IItemIdentifier itemIdentifier, bool immediateReload, bool equipCheck The item at slot slotID is trying to reload using itemIdentifier.
OnItemUpdateDominantItem CharacterItem item, bool dominantItem Sets the item as the dominant/not dominant item.
OnMagicItemCast CharacterItem item The magic item has cast an action.
OnMagicItemImpact CharacterItem item, SurfaceImpact surfaceImpact The magic item has collided with a surface.
OnMagicItemStartStopBeginEndActions CharacterItem item, bool beginActions, bool start A magic item‘s begin/end actions have been started/stopped.
OnNextItemSet CharacterItem item, bool unequipOnFailure The item wants to change to equip the next item from the item set.
OnObjectImpact

ImpactCallbackContext ctx
An object has been impacted by another object.
OnObjectPickedUp ObjectPickup objectPickup The objectPickup has been picked up.
OnRespawn The object has respawned.
OnShieldImpact Shield shield, object source The shield has been impacted by object.
OnShootableWeaponShowProjectile GameObject projectile, bool show The ShootableWeapon ItemAction has shown or hidden a projectile.
OnShowUI bool show The UI should be shown/hidden.
OnStateChange GameObject gameObject, string stateName, bool active The gameObject has activated/deactivated the stateName state.
OnStoredInputAbilityResetStoredInputs Resets the ability’s stored user inputs.
OnTryRecenterTracking VR only – The camera’s rotation has changed, so tracking recentering should occur.
OnUseAbilityStart bool start, Use useAbility The specified useAbility has been started/stopped.
OnUseAbilityUsedItem IUsableItem item The Use ability has used item.
OnWillRespawn The object will respawn.