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Controls for the Swimming Movement.
| Name | FSwimmingSettings |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/Character/Modes/ChaosSwimmingMode.h |
| Include Path | #include "ChaosMover/Character/Modes/ChaosSwimmingMode.h" |
Syntax
USTRUCT (BlueprintType )
struct FSwimmingSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BobbingExpDragDown | float | Bobbing: friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingExpDragDownSubmerged | float | Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingExpDragMultiplier | float | Bobbing: multiplier for the exponential drag. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingExpDragUp | float | Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingFrictionDown | float | Bobbing: friction/drag opposed to downward velocity, linear multiplier per second. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingFrictionDownSubmerged | float | Bobbing: friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value). | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingFrictionMultiplier | float | Bobbing: friction multiplier, multiplies the fluid friction value. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingFrictionUp | float | Bobbing: friction/drag opposed to upward velocity, linear multiplier per second. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingIdealDepthTolerance | float | Bobbing: Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| BobbingMaxForce | float | Bobbing: Max force. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| MaxSpeedDown | float | Max speed when moving down in water. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| MaxSpeedUp | float | Max speed when moving up in water. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| MaxWaterForce | float | Max water force, after WaterVelocity * (WaterForceMultiplier * WaterForceSecondMultiplier). | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| WaterForceMultiplier | float | Multiplier to water force acceleration in direction of current. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| WaterForceSecondMultiplier | float | Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| WaterVelocityDepthForMax | float | At or above this depth, use max velocity. Interps down to WaterVelocityMinMultiplier at wading depth (where player can start swimming) | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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| WaterVelocityMinMultiplier | float | Min velocity multiplier applied when depth equals min swimming depth (where they transition from wading to swimming). Interps between this and 1.0 at WaterVelocityDepthForMax. | ChaosMover/Character/Modes/ChaosSwimmingMode.h |
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