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API > API/Plugins > API/Plugins/Mover > API/Plugins/Mover/DefaultMovementSet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UNavMoverComponent
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/NavMoverComponent.h |
| Include | #include "DefaultMovementSet/NavMoverComponent.h" |
Syntax
UCLASS (BlueprintType, Meta=(BlueprintSpawnableComponent))
class UNavMoverComponent :
public UActorComponent ,
public INavMovementInterface
Remarks
NavMoverComponent: Responsible for implementing INavMoveInterface with UMoverComponent so pathfinding and other forms of navigation movement work. This component also caches the input given to it that is then consumed by the mover system. Note: This component relies on the parent actor having a MoverComponent as well. By default this component only has a reference to MoverComponent meaning we use other ways (such as gameplay tags for the active movement mode) to check for state rather than calling specific functions on the active MoverComponent.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bRequestedNavMovement | Bool for keeping track of requested nav movement - is set to true when movement is requested, is false once nav movement was consumed | |
| FRotator | CachedLookInput | ||
| FVector | CachedNavMoveInputIntent | ||
| FVector | CachedNavMoveInputVelocity | ||
| FRotator | CachedTurnInput | TODO: Not sure if we need these. | |
| FMovementProperties | MovementState | Expresses runtime state of character's movement. | |
| FNavAgentProperties | NavAgentProps | Properties that define how the component can move. | |
| FNavMovementProperties | NavMovementProperties | Associated properties for nav movement |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | Initializes the component. |
Overridden from INavMovementInterface
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns true if path following can start | ||
| bool | Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop) | ||
| FVector | Returns location of controlled actor's "feet" meaning center of bottom of collision bounding box | ||
| FBasedPosition | Returns based location of controlled actor | ||
| FVector | Get forward vector of the object being driven by nav movement | ||
| FVector | GetLocation () |
Returns location of controlled actor - meaning center of collision bounding box | |
| float | Get the max speed of the movement component | ||
| FNavAgentProperties & | Returns the NavAgentProps | ||
| const FNavAgentProperties & | Returns the NavAgentProps(const) | ||
| const FNavMovementProperties & | Returns the NavMovementProps(const) | ||
| FNavMovementProperties * | Get Nav movement props struct this component uses | ||
| UObject * | Get the owner of the object consuming nav movement | ||
| IPathFollowingAgentInterface * | Get path following agent this interface uses | ||
| const IPathFollowingAgentInterface * | Get path following agent this interface uses(const) | ||
| void | GetSimpleCollisionCylinder
(
float& CollisionRadius, |
Get axis-aligned cylinder around this actor, used for simple collision checks in nav movement | |
| FVector | Returns collision extents vector for this object, based on GetSimpleCollisionCylinder. | ||
| TObjectPtr< UObject > | Get the component this movement component is updating | ||
| FVector | Get the current velocity of the movement component | ||
| bool | IsCrouching () |
Returns true if currently crouching | |
| bool | IsFalling () |
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground) | |
| bool | IsFlying () |
Returns true if currently flying (moving through a non-fluid volume without resting on the ground) | |
| bool | Returns true if currently moving on the ground (e.g. walking or driving) | ||
| bool | IsSwimming () |
Returns true if currently swimming (moving through a fluid volume) | |
| void | RequestDirectMove
(
const FVector& MoveVelocity, |
Path following: request new velocity | |
| void | RequestPathMove
(
const FVector& MoveInput |
Path following: request new move input (normal vector = full strength) | |
| void | Resets runtime movement state to character's movement capabilities | ||
| void | SetPathFollowingAgent
(
IPathFollowingAgentInterface* InPathFollowingAgent |
Set the path following agent this interface uses. | |
| void | Overridden to also call StopActiveMovement(). | ||
| void | UpdateNavAgent
(
const UObject& ObjectToUpdateFrom |
Set nav agent properties from an object |