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AsyncFallingMode: a default movement mode for moving through the air and jumping, typically influenced by gravity and air control This mode simulates movement without actually modifying any scene component(s).
| Name | UAsyncFallingMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/Modes/AsyncFallingMode.h |
| Include Path | #include "DefaultMovementSet/Modes/AsyncFallingMode.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, BlueprintType, Experimental)
class UAsyncFallingMode : public UBaseMovementMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementMode → UAsyncFallingMode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAsyncFallingMode
(
const FObjectInitializer& ObjectInitializer |
DefaultMovementSet/Modes/AsyncFallingMode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AirControlPercentage | float | When falling, amount of movement control available to the actor. 0 = no control, 1 = full control | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| bCancelVerticalSpeedOnLanding | bool | If true, actor will land and lose all speed in the vertical direction upon landing. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| bShouldClampTerminalVerticalSpeed | bool | When exceeding maximum vertical speed, should it be enforced via a hard clamp? If false, VerticalFallingDeceleration will be used for a smoother transition to the terminal speed limit. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| FallingDeceleration | float | Deceleration to apply to air movement when falling slower than terminal velocity. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| OnLanded | FMover_OnLanded | Broadcast when this actor lands on a valid surface. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| OverTerminalSpeedFallingDeceleration | float | Deceleration to apply to air movement when falling faster than terminal velocity Note: This is NOT applied to vertical velocity, only movement plane velocity | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| TerminalMovementPlaneSpeed | float | If the actor's movement plane velocity is greater than this speed falling will start applying OverTerminalSpeedFallingDeceleration instead of FallingDeceleration The expected behavior is to set OverTerminalSpeedFallingDeceleration higher than FallingDeceleration so the actor will slow down faster when going over TerminalMovementPlaneSpeed. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| TerminalVerticalSpeed | float | If the actors vertical velocity is greater than this speed VerticalFallingDeceleration will be applied to vertical velocity | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
| VerticalFallingDeceleration | float | Deceleration to apply to vertical velocity when it's greater than TerminalVerticalSpeed. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateMove_Implementation
(
const FMoverTickStartData& StartState, |
DefaultMovementSet/Modes/AsyncFallingMode.h | ||
virtual void SimulationTick_Implementation
(
const FSimulationTickParams& Params, |
DefaultMovementSet/Modes/AsyncFallingMode.h |
Overridden from UBaseMovementMode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegistered
(
const FName ModeName |
DefaultMovementSet/Modes/AsyncFallingMode.h | ||
virtual void OnUnregistered() |
DefaultMovementSet/Modes/AsyncFallingMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CaptureFinalState
(
const FMoverDefaultSyncState* StartSyncState, |
DefaultMovementSet/Modes/AsyncFallingMode.h | ||
virtual void ProcessLanded
(
const FFloorCheckResult& FloorResult, |
Is called at the end of the tick in falling mode. | DefaultMovementSet/Modes/AsyncFallingMode.h |
|