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Base class for all movement modes, exposing simulation update methods for both C++ and blueprint extension
| Name | UBaseMovementMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MovementMode.h |
| Include Path | #include "MovementMode.h" |
Syntax
UCLASS (MinimalAPI, Abstract, Within=MoverComponent, Blueprintable, BlueprintType, EditInlineNew,
DefaultToInstanced)
class UBaseMovementMode : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementMode
Derived Classes
UBaseMovementMode derived class hierarchy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSupportsAsync | bool | Whether this movement mode supports being part of an asynchronous movement simulation (running concurrently with the gameplay thread) Specifically for the GenerateMove and SimulationTick functions | MovementMode.h |
|
| GameplayTags | FGameplayTagContainer | A list of gameplay tags associated with this movement mode | MovementMode.h |
|
| SharedSettingsClasses | TArray< TSubclassOf< UObject > > | Settings object type that this mode depends on. | MovementMode.h |
|
| Transitions | TArray< TObjectPtr< UBaseMovementModeTransition > > | Transition checks for the current mode. | MovementMode.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
These functions are called immediately when the state machine switches modes. | MovementMode.h | |
virtual void Activate_External() |
These functions are called when the sync state is changed on the game thread and a new mode is activated/deactivated | MovementMode.h | |
virtual void Deactivate() |
MovementMode.h | ||
virtual void Deactivate_External() |
MovementMode.h | ||
void GenerateMove
(
const FMoverTickStartData& StartState, |
MovementMode.h |
|
|
MoverT * GetMoverComponent () |
Gets the outer mover component of the indicated type. | MovementMode.h | |
MoverT & GetMoverComponentChecked () |
Gets the outer mover component of the indicated type, checked for validity. | MovementMode.h | |
virtual UWorld * GetWorld() |
MovementMode.h | ||
virtual bool HasGameplayTag
(
FGameplayTag TagToFind, |
Check Movement Mode for a gameplay tag. | MovementMode.h | |
UMoverComponent * K2_GetMoverComponent() |
Gets the MoverComponent that owns this movement mode | MovementMode.h |
|
virtual void OnRegistered
(
const FName ModeName |
MovementMode.h | ||
virtual void OnUnregistered() |
MovementMode.h | ||
void SimulationTick
(
const FSimulationTickParams& Params, |
MovementMode.h |
|
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
MovementMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void K2_OnActivated() |
MovementMode.h |
|
|
void K2_OnDeactivated() |
MovementMode.h |
|
|
void K2_OnRegistered
(
const FName ModeName |
MovementMode.h |
|
|
void K2_OnUnregistered() |
MovementMode.h |
|
|
virtual void OnActivate() |
MovementMode.h | ||
virtual void OnDeactivate() |
MovementMode.h | ||
virtual void OnGenerateMove
(
const FMoverTickStartData& StartState, |
MovementMode.h | ||
virtual void OnSimulationTick
(
const FSimulationTickParams& Params, |
MovementMode.h |