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RadialImpulse applies a velocity pulling or pushing away from a given world location to the target actor
| Name | FLayeredMove_RadialImpulse |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
| Include Path | #include "DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h" |
Syntax
USTRUCT (BlueprintType )
struct FLayeredMove_RadialImpulse : public FLayeredMoveBase
Inheritance Hierarchy
- FLayeredMoveBase → FLayeredMove_RadialImpulse
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLayeredMove_RadialImpulse() |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FLayeredMove_RadialImpulse() |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsPush | bool | If true the velocity applied will push actor away from location, otherwise this layered move wil pull the actor towards it. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| bNoVerticalVelocity | bool | Whether to apply vertical velocity (based off mover components up direction) to the actor affected by this layered move. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| bUseFixedWorldDirection | bool | If true velocity added to the actor will be in the direction of FixedWorldDirection, otherwise it will be calculated from the position of the actor and velocity location. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| DistanceFalloff | TObjectPtr< UCurveFloat > | Optional Curvefloat to dictate falloff of velocity as you get further from the velocity location. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| FixedWorldDirection | FRotator | Direction to apply velocity from the radial impulse in. This is only taken into account if UseFixedWorldDirection is true. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| Location | FVector | Location to pull or push actor from. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| LocationActor | TObjectPtr< AActor > | Optional Actor to pull or push this actor from. Note: this overrides the Location Property. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| Magnitude | float | Magnitude of velocity applied to actors in range. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| MagnitudeOverTime | TObjectPtr< UCurveFloat > | Optional Curvefloat to dictate magnitude of velocity applied over time. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
| Radius | float | Radius from the location to apply radial velocity. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |
|
Functions
Public
Overridden from FLayeredMoveBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h | ||
virtual FLayeredMoveBase * Clone() |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h | ||
virtual bool GenerateMove
(
const FMoverTickStartData& StartState, |
Generate a movement. | DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h | |
virtual UScriptStruct * GetScriptStruct() |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h | ||
virtual void NetSerialize
(
FArchive& Ar |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h | ||
virtual FString ToSimpleString() |
DefaultMovementSet/LayeredMoves/BasicLayeredMoves.h |