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API > API/Plugins > API/Plugins/Mover > API/Plugins/Mover/PhysicsMover > API/Plugins/Mover/PhysicsMover/Modes
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBaseMovementMode
- UWalkingMode
- UPhysicsDrivenWalkingMode
References
| Module | Mover |
| Header | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/PhysicsMover/Modes/PhysicsDrivenWalkingMode.h |
| Include | #include "PhysicsMover/Modes/PhysicsDrivenWalkingMode.h" |
Syntax
UCLASS (Blueprintable, BlueprintType)
class UPhysicsDrivenWalkingMode :
public UWalkingMode ,
public IPhysicsCharacterMovementModeInterface
Remarks
PhysicsDrivenWalkingMode: Override base kinematic walking mode for physics based motion.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bHandleVerticalLandingSeparately | This setting is relevant for pawns landing on sloped surfaces. | |
| float | FractionalDownwardVelocityToTarget | Controls how much downward velocity is applied to keep the character rooted to the ground when the character is within MaxStepHeight of the ground surface. | |
| float | FractionalVelocityToTarget | With this enabled, in addition to the constraint radial force, the mover applies an initial velocity to reach the target movement. | |
| float | FrictionForceLimit | Maximum force the character can apply to hold in place while standing on an unwalkable incline. | |
| float | GroundDamping | Damping factor to control the softness of the interaction between the character and the ground Set to 0 for no damping and 1 for maximum damping | |
| float | MaxUnsupportedTimeBeforeFalling | Time limit for being unsupported before moving from a walking to a falling state. | |
| float | RadialForceLimit | Maximum force the character can apply to reach the motion target. | |
| float | SwingTorqueLimit | Maximum torque the character can apply to remain upright. | |
| float | TargetHeight | Target height for the character. This is the desired distance from the center of the capsule to the floor. | |
| float | TwistTorqueLimit | Maximum torque the character can apply to rotate in air about the vertical axis. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UPhysicsDrivenWalkingMode
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanStepUpOnHitSurface
(
const FFloorCheckResult& FloorResult |
||
| void | FloorCheck
(
const FMoverDefaultSyncState& SyncState, |
||
| void | SwitchToState
(
const FName& StateName, |
Overridden from UBaseMovementMode
| Type | Name | Description | |
|---|---|---|---|
| void | OnSimulationTick
(
const FSimulationTickParams& Params, |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
Generic function to validate objects during changelist validations, etc. |
Overridden from IPhysicsCharacterMovementModeInterface
| Type | Name | Description | |
|---|---|---|---|
| void | OnContactModification_Internal
(
const FPhysicsMoverSimulationContactModifierParams& Params, |
Optionally run contact modification on the physics thread. | |
| void | UpdateConstraintSettings
(
Chaos::FCharacterGroundConstraint& Constraint |
Update the constraint settings on the game thread. |