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A collection of layered moves affecting a movable actor.
| Name | FLayeredMoveGroup |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/LayeredMove.h |
| Include Path | #include "LayeredMove.h" |
Syntax
USTRUCT (BlueprintType )
struct FLayeredMoveGroup
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLayeredMoveGroup() |
LayeredMove.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bApplyResidualVelocity | bool | If true ResidualVelocity will be the next velocity used for this actor Note: This is set automatically when a layered move has ended based off of end velocity settings - it is not meant to be set by the user see @FLayeredMoveFinishVelocitySettings | LayeredMove.h |
|
| ResidualClamping | float | Clamps an actors velocity to this value when a layered move ends. | LayeredMove.h |
|
| ResidualVelocity | FVector | If bApplyResidualVelocity is true this actors velocity will be set to this. | LayeredMove.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddStructReferencedObjects
(
FReferenceCollector& Collector |
Exposes references to GC system | LayeredMove.h | |
void CancelMovesByTag
(
FGameplayTag Tag, |
Schedule matching layered moves to be cancelled ASAP | LayeredMove.h | |
const FLayeredMoveBase * FindActiveMove
(
const UScriptStruct* LayeredMoveStructType |
LayeredMove.h | ||
const MoveType * FindActiveMove () |
Returns the first active layered move of the specified type, if one exists | LayeredMove.h | |
const MoveType * FindQueuedMove () |
Returns the first queued layered move of the specified type, if one exists | LayeredMove.h | |
const FLayeredMoveBase * FindQueuedMove
(
const UScriptStruct* LayeredMoveStructType |
LayeredMove.h | ||
TArray< TSharedPtr< FLayeredMoveBase > > GenerateActiveMoves
(
const FMoverTimeStep& TimeStep, |
Generates active layered move list (by calling FlushMoveArrays) and returns the an array of all currently active layered moves. | LayeredMove.h | |
TArray< TSharedPtr< FLayeredMoveBase > > GenerateActiveMoves_Async
(
const FMoverTimeStep& TimeStep, |
LayeredMove.h | ||
const TArray< TSharedPtr< FLayeredMoveBase > > & GetActiveMoves() |
LayeredMove.h | ||
const TArray< TSharedPtr< FLayeredMoveBase > > & GetQueuedMoves() |
LayeredMove.h | ||
bool HasAnyMoves() |
LayeredMove.h | ||
bool HasMove() |
LayeredMove.h | ||
bool HasSameContents
(
const FLayeredMoveGroup& Other |
Checks only whether there are matching LayeredMoves, but NOT necessarily identical states of each move | LayeredMove.h | |
void NetSerialize
(
FArchive& Ar, |
Serialize all moves and their states for this group | LayeredMove.h | |
void QueueLayeredMove
(
TSharedPtr< FLayeredMoveBase > Move |
LayeredMove.h | ||
void Reset() |
Resets residual velocity and clears active and queued moves. | LayeredMove.h | |
void ResetResidualVelocity() |
Resets residual velocity related settings. | LayeredMove.h | |
FString ToSimpleString() |
Get a simplified string representation of this group. Typically for debugging. | LayeredMove.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FlushMoveArrays
(
const UMoverComponent* MoverComp, |
Clears out any finished or invalid active moves and adds any queued moves to the active moves. | LayeredMove.h | |
void GatherResidualVelocitySettings
(
const TSharedPtr< FLayeredMoveBase >& Move, |
Helper function for gathering any residual velocity settings from layered moves that just ended. | LayeredMove.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void NetSerializeLayeredMovesArray
(
FArchive& Ar, |
Helper function for serializing array of root motion sources | LayeredMove.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FLayeredMoveGroup& Other |
Comparison operator | LayeredMove.h | |
FLayeredMoveGroup & operator=
(
const FLayeredMoveGroup& Other |
Copy operator - deep copy so it can be used for archiving/saving off moves | LayeredMove.h | |
bool operator==
(
const FLayeredMoveGroup& Other |
Comparison operator - needs matching LayeredMoves along with identical states in those structs | LayeredMove.h |