Navigation
API > API/Plugins > API/Plugins/Mover > API/Plugins/Mover/MoveLibrary
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UBasedMovementUtils
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoveLibrary/BasedMovementUtils.h |
| Include | #include "MoveLibrary/BasedMovementUtils.h" |
Syntax
UCLASS ()
class UBasedMovementUtils : public UBlueprintFunctionLibrary
Remarks
MovementBaseUtils: a collection of stateless static BP-accessible functions for based movement
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddTickDependency
(
FTickFunction& BasedObjectTick, |
Makes it so BasedObjectTick ticks after NewBase's actor ticking | |
| bool | GetMovementBaseTransform
(
const UPrimitiveComponent* MovementBase, |
Get the transform (local-to-world) for the given MovementBase, optionally at the location of a bone. | |
| bool | IsADynamicBase
(
const UPrimitiveComponent* MovementBase |
Determine whether MovementBase can possibly move. | |
| bool | IsBaseSimulatingPhysics
(
const UPrimitiveComponent* MovementBase |
Determine whether MovementBase's movement is performed via physics. | |
| void | RemoveTickDependency
(
FTickFunction& BasedObjectTick, |
Removes ticking dependency of BasedObjectTick on OldBase | |
| bool | TransformBasedDirectionToWorld
(
const UPrimitiveComponent* MovementBase, |
Convert a local direction to a world direction for a given MovementBase. | |
| bool | TransformBasedLocationToWorld
(
const UPrimitiveComponent* MovementBase, |
Convert a local location to a world location for a given MovementBase. | |
| bool | TransformBasedRotatorToWorld
(
const UPrimitiveComponent* MovementBase, |
Convert a local rotator to world space for a given MovementBase. | |
| void | TransformDirectionToLocal
(
FQuat BaseQuat, |
Convert a world direction to a local direction for a given MovementBase, optionally relative to the orientation of a bone. | |
| void | TransformDirectionToWorld
(
FQuat BaseQuat, |
Convert a local direction to a world direction for a given MovementBase. | |
| void | TransformLocationToLocal
(
FVector BasePos, |
Convert a world location to a local location for a given MovementBase, optionally at the location of a bone. | |
| void | TransformLocationToWorld
(
FVector BasePos, |
Convert a local location to a world location for a given MovementBase. | |
| void | TransformRotatorToLocal
(
FQuat BaseQuat, |
Convert a world space rotator to a local rotator for a given MovementBase, optionally relative to the orientation of a bone. | |
| void | TransformRotatorToWorld
(
FQuat BaseQuat, |
Convert a local rotator to world space for a given MovementBase. | |
| bool | TransformWorldDirectionToBased
(
const UPrimitiveComponent* MovementBase, |
Convert a world direction to a local direction for a given MovementBase, optionally relative to the orientation of a bone. | |
| bool | TransformWorldLocationToBased
(
const UPrimitiveComponent* MovementBase, |
Convert a world location to a local location for a given MovementBase, optionally at the location of a bone. | |
| bool | TransformWorldRotatorToBased
(
const UPrimitiveComponent* MovementBase, |
Convert a world space rotator to a local rotator for a given MovementBase, optionally relative to the orientation of a bone. | |
| void | UpdateSimpleBasedMovement
(
UMoverComponent* TargetMoverComp |
Attempts to move the actor to keep up with its base's movement using a simple sweep. |