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API > API/Plugins > API/Plugins/Mover
Inheritance Hierarchy
- FMovementModifierBase
- FStanceModifier
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MovementModifier.h |
| Include | #include "MovementModifier.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FMovementModifierBase
Remarks
Movement Modifier: Used to apply changes that indirectly influence the movement simulation, without proposing or executing any movement, but still in sync with the sim. Example usages: changing groups of settings, movement mode re-mappings, etc.
Note: Currently mover expects to only have one type of modifier active at a time. This can be fixed by extending the Matches function to check more than just type, but make sure anything used to compare is synced through the NetSerialize function.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | DurationMs | This modifier will expire after a set amount of time if > 0. If 0, it will be ticked only once, regardless of time step. It will need to be manually ended if < 0. | |
| FMovementModifierHandle | LocalModifierHandle | Modifier handle local to this client or server instance. | |
| float | StartSimTimeMs | The simulation time this move first ticked (< 0 means it hasn't started yet) |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferencedObjects
(
FReferenceCollector& Collector |
||
| FMovementModifierBase * | Clone () |
||
| void | EndModifier
(
UMoverComponent* MoverComp, |
Ends this move, allowing any cleanup to occur. | |
| void | |||
| FMovementModifierHandle | GetHandle () |
||
| UScriptStruct * | |||
| bool | HasGameplayTag
(
FGameplayTag TagToFind, |
Check modifier for a gameplay tag. | |
| bool | IsFinished
(
float CurrentSimTimeMs |
Runtime query whether this modifier is finished and can be destroyed. | |
| bool | Matches
(
const FMovementModifierBase* Other |
Used to compare modifiers and check if they are the same instance of modifiers. | |
| void | NetSerialize
(
FArchive& Ar |
||
| void | OnEnd
(
UMoverComponent* MoverComp, |
Fired when this modifier is deactivated. | |
| void | OnPostMovement
(
UMoverComponent* MoverComp, |
Fired after a movement Substep | |
| void | OnPreMovement
(
UMoverComponent* MoverComp, |
Fired just before a movement Substep | |
| void | OnStart
(
UMoverComponent* MoverComp, |
Fired when this modifier is activated. | |
| void | OverwriteHandleIfInvalid
(
const FMovementModifierHandle& ValidModifierHandle |
Used to write to a valid handle to a invalid handle Currently used to write a local handle to modifiers that were added from a rollback so they don't have a handle yet This is done to avoid queueing a modifier again as a local client applies potential input | |
| void | StartModifier
(
UMoverComponent* MoverComp, |
Kicks off this modifier, allowing any initialization to occur. | |
| FString |