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CharacterDebugSpawner

v1.4.8

Editor preview that spawns one character on this entity and walks them through a fixed list of actions. No vanilla scene saves this script.

Find placed ones in the Scene panel with s:CharacterDebugSpawner. See Filter.

Where you put it

Add the script to an empty entity in an editor scene. The character is a child visual, not a mission agent.

What you set

Panel field What to do with it
PoseAction Action played when the visual is created. Default act_walk_idle_unarmed. Changing it restarts that action.
LordName Character id to spawn. Default main_hero. Changing it rebuilds the body, skeleton, and equipment from that character.
IsWeaponWielded When on, the visual wields the first weapon and the first off-hand item in that character's equipment.

What it does

After the editor game data has loaded, the script spawns LordName once. It then picks a random direction and speed and, about once a second, switches the visual to another action from its built-in list (conversation poses, jumps, sits, throne idles). Removing the entity clears the visual.

Where it lives

Managed script. No scene.xscene and no prefab under Native, SandBox, SandBoxCore, StoryMode, or NavalDLC stores it.

Examples

No placed copy. Nothing in those modules writes the script. The only behavior is the editor tick on the script itself: spawn LordName (default main_hero) and keep changing its action.