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FlyingMode: a default movement mode for moving through the air freely, but still interacting with blocking geometry. The moving actor will remain upright vs the movement plane.
| Name | UFlyingMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/DefaultMovementSet/Modes/FlyingMode.h |
| Include Path | #include "DefaultMovementSet/Modes/FlyingMode.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, BlueprintType)
class UFlyingMode : public UBaseMovementMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementMode → UFlyingMode
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFlyingMode
(
const FObjectInitializer& ObjectInitializer |
DefaultMovementSet/Modes/FlyingMode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRespectDistanceOverWalkableSurfaces | bool | If true, the actor will 'float' above any walkable surfaces to maintain the same height as ground-based modes. | DefaultMovementSet/Modes/FlyingMode.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateMove_Implementation
(
const FMoverTickStartData& StartState, |
DefaultMovementSet/Modes/FlyingMode.h | ||
virtual void SimulationTick_Implementation
(
const FSimulationTickParams& Params, |
DefaultMovementSet/Modes/FlyingMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CaptureFinalState
(
USceneComponent* UpdatedComponent, |
DefaultMovementSet/Modes/FlyingMode.h |
Overridden from UBaseMovementMode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnRegistered
(
const FName ModeName |
DefaultMovementSet/Modes/FlyingMode.h | ||
virtual void OnUnregistered() |
DefaultMovementSet/Modes/FlyingMode.h |