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Data block containing all inputs that need to be authored and consumed for the default Mover character simulation.
| Name | FCharacterDefaultInputs |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoverDataModelTypes.h |
| Include Path | #include "MoverDataModelTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FCharacterDefaultInputs : public FMoverDataStructBase
Inheritance Hierarchy
- FMoverDataStructBase → FCharacterDefaultInputs
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FCharacterDefaultInputs() |
MoverDataModelTypes.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCharacterDefaultInputs() |
MoverDataModelTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsJumpJustPressed | bool | MoverDataModelTypes.h |
|
|
| bIsJumpPressed | bool | MoverDataModelTypes.h |
|
|
| bUsingMovementBase | bool | Specifies whether we are using a movement base, which will affect how move inputs are interpreted. | MoverDataModelTypes.h |
|
| ControlRotation | FRotator | World space orientation that the controls were based on. This is commonly a player's camera rotation. | MoverDataModelTypes.h |
|
| MovementBase | TObjectPtr< UPrimitiveComponent > | Optional: when moving on a base, input may be relative to this object. | MoverDataModelTypes.h |
|
| MovementBaseBoneName | FName | Optional: for movement bases that are skeletal meshes, this is the bone we're based on. Only valid if MovementBase is set. | MoverDataModelTypes.h |
|
| OrientationIntent | FVector | Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise. | MoverDataModelTypes.h |
|
| SuggestedMovementMode | FName | Used to force the Mover actor into a different movement mode. | MoverDataModelTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FVector & GetMoveInput() |
MoverDataModelTypes.h | ||
FVector GetMoveInput_WorldSpace() |
MoverDataModelTypes.h | ||
EMoveInputType GetMoveInputType() |
MoverDataModelTypes.h | ||
FVector GetOrientationIntentDir_WorldSpace() |
MoverDataModelTypes.h | ||
void SetMoveInput
(
EMoveInputType InMoveInputType, |
Sets the directional move inputs for a simulation frame. | MoverDataModelTypes.h |
Overridden from FMoverDataStructBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
If derived classes hold any object references, override this function and add them to the collector. | MoverDataModelTypes.h | |
virtual FMoverDataStructBase * Clone() |
MoverDataModelTypes.h | ||
virtual void Decay
(
float DecayAmount |
Decays contained data during resimulation if data is forward predicted. | MoverDataModelTypes.h | |
virtual UScriptStruct * GetScriptStruct () |
Gets the type info of this FMoverDataStructBase. | MoverDataModelTypes.h | |
virtual void Interpolate
(
const FMoverDataStructBase& From, |
Interpolates contained data between a starting and ending block. | MoverDataModelTypes.h | |
virtual void Merge
(
const FMoverDataStructBase& From |
Merges contained data from a previous frame with that of the current frame. | MoverDataModelTypes.h | |
virtual bool NetSerialize
(
FArchive& Ar, |
MoverDataModelTypes.h | ||
virtual bool ShouldReconcile
(
const FMoverDataStructBase& AuthorityState |
Checks if the contained data is equal, within reason. | MoverDataModelTypes.h | |
virtual void ToString
(
FAnsiStringBuilderBase& Out |
Get string representation of this struct instance | MoverDataModelTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FCharacterDefaultInputs& Other |
MoverDataModelTypes.h | ||
bool operator==
(
const FCharacterDefaultInputs& Other |
MoverDataModelTypes.h |