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This controller component gives control over pathed movement of an actor with a mover component and an active pathed movement mode. You can start/stop, play forward or in reverse, play once or loop and play one way (0 to 1) or round trip (0 to 1 to 0). In async mode, control requests are sent as scheduled to take effect at a future frame, to give enough time for all end points to receive the request and react at the same exact scheduled frame.
| Name | UChaosPathedMovementControllerComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
| Include Path | #include "ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, Meta=(BlueprintSpawnableComponent))
class UChaosPathedMovementControllerComponent :
public UActorComponent ,
public IMoverInputProducerInterface ,
public IChaosPathedMovementDebugDrawInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UChaosPathedMovementControllerComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IChaosPathedMovementDebugDrawInterface
- IInterface
- IMoverInputProducerInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UChaosPathedMovementControllerComponent() |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InitialProperties | FChaosMutablePathedMovementProperties | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
|
| OnPathedMovementBounced | FChaosMover_OnPathedMovementBounced | Broadcast when the pathed movement has bounced (reached the end of one leg in a round trip) | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| OnPathedMovementLoopingPlaybackChanged | FChaosMover_OnPathedMovementLoopingPlaybackChanged | Broadcast when looping has changed | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| OnPathedMovementOneWayPlaybackChanged | FChaosMover_OnPathedMovementOneWayPlaybackChanged | Broadcast when one way has changed | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| OnPathedMovementReversePlaybackChanged | FChaosMover_OnPathedMovementReversePlaybackChanged | Broadcast when reverse has changed | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| OnPathedMovementStarted | FChaosMover_OnPathedMovementStarted | Broadcast when the pathed movement has started | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| OnPathedMovementStopped | FChaosMover_OnPathedMovementStopped | Broadcast when the pathed movement has stopped | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EventSchedulingMinDelaySeconds | float | Delay added to changes, when they are scheduled. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
| LastChangeFrame | int32 | The (server) frame at which PathedMovementMutableProperties took effect Note that it can be greater than the current server frame to schedule that change (the changes are sent immediately but scheduled to take effect in the future) | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
| MovementStartFrame | int32 | The frame at which movement last started (but this may be in the future for a scheduled start) | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
| MoverComponent | TObjectPtr< UMoverComponent > | Cached mover component if found on owner actor We use the OnPostMovement delegate to reflect the current state to gameplay (interpolated state in async) | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
| PathedMovementDelayedStartTimerHandle | FTimerHandle | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
| PathedMovementMutableProperties | FChaosMutablePathedMovementProperties | Mutable pathed movement properties to take effect when server frame reaches LastChangeFrame. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
| PostSimState | FChaosPathedMovementState | The (possibly interpolated) post simulation state. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsLoopingPlayback() |
Is the playback looping | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool IsOneWayPlayback() |
Is the playback one way or round trip | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool IsPlayingPath() |
Is a playback under way (not just requested) or stopped? | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool IsReversePlayback() |
Is the playback in reverse | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
virtual void ProduceInput_Implementation
(
int32 SimTimeMs, |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
void RequestLoopingPlayback
(
bool bWantsLoopingPlayback, |
Looping Playback. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
void RequestOneWayPlayback
(
bool bWantsOneWayPlayback, |
One-way vs. round trip playback. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
void RequestReversePlayback
(
bool bWantsReversePlayback, |
Reverse Playback. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
void RequestStartPlayingPath
(
EChaosPathedMovementExecutionType ExecutionType, |
Pathed Movement Control Layer Start/Stop Playing Path Request to start or resume moving along the path. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
void RequestStopPlayingPath
(
EChaosPathedMovementExecutionType ExecutionType, |
Request to stop playback. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool WantsLoopingPlayback() |
Do we want the playback to be looping or forward? | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool WantsOneWayPlayback() |
Do we want the playback to be one way or round trip? | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool WantsPlayingPath() |
Do we want to be starting or resuming playback? | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
bool WantsReversePlayback() |
Do we want the playback to be in reverse? | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
|
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
UActorComponent. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
virtual void OnRegister() |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
virtual void OnUnregister() |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetPreviewMeshOverallPathProgress_Implementation() |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
virtual UMaterialInterface * GetProgressPreviewMeshMaterial_Implementation() |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
virtual void OnPostFinalize
(
const FMoverSyncState& SyncState, |
ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | ||
virtual void OnPostSimEventReceived
(
const FMoverSimulationEventData& EventData |
Processes output events coming from the simulation and broadcasts delegates accordingly. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h | |
virtual bool ShouldDisplayProgressPreviewMesh_Implementation() |
IChaosPathedMovementDebugDrawInterface implementation. | ChaosMover/PathedMovement/ChaosPathedMovementControllerComponent.h |