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Frame inputs for all pathed movement Any property that can change during game time must be delivered in this way, only immutable properties can be safely referenced directly on the object they come from (usually the movement mode)
| Name | FChaosPathedMovementInputs |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
| Include Path | #include "ChaosMover/PathedMovement/ChaosPathedMovementTypes.h" |
Syntax
USTRUCT ()
struct FChaosPathedMovementInputs : public FMoverDataStructBase
Inheritance Hierarchy
- FMoverDataStructBase → FChaosPathedMovementInputs
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LastChangeFrame | int32 | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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| MovementStartFrame | int32 | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
|
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| Props | FChaosMutablePathedMovementProperties | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
|
Functions
Public
Overridden from FMoverDataStructBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FMoverDataStructBase * Clone() |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | ||
virtual UScriptStruct * GetScriptStruct() |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | ||
virtual void Interpolate
(
const FMoverDataStructBase& From, |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | ||
virtual void Merge
(
const FMoverDataStructBase& From |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | ||
virtual bool NetSerialize
(
FArchive& Ar, |
Implementation of FMoverDataStructBase. | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | |
virtual bool ShouldReconcile
(
const FMoverDataStructBase& AuthorityState |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h | ||
virtual void ToString
(
FAnsiStringBuilderBase& Out |
ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |