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API > API/Plugins > API/Plugins/Mover
| Name | UMoverComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/MoverComponent.h |
| Include Path | #include "MoverComponent.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, BlueprintType, Meta=(BlueprintSpawnableComponent))
class UMoverComponent : public UActorComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMoverComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoverComponent() |
MoverComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAcceptExternalMovement | uint8 | If enabled, we'll accept any movements from an external system in the next simulation state update. | MoverComponent.h |
|
| BackendClass | TSubclassOf< UActorComponent > | Specifies which supporting back end class should drive this Mover actor. | MoverComponent.h |
|
| bGatherInputFromAllInputProducerComponents | bool | If true, any actor component implementing MoverInputProducerInterface on this component's owner will be able to produce input commands | MoverComponent.h |
|
| bSyncInputsForSimProxy | uint8 | If enabled, we'll send inputs along with to sim proxy via the sync state, and they'll be available via GetLastInputCmd. This may be useful for cases where input is used to hint at object state, such as an anim graph. This option is intended to be temporary until all networking backends allow this. | MoverComponent.h |
|
| bWarnOnExternalMovement | uint8 | Whether to warn when we detect that an external system has moved our object, outside of movement simulation control. | MoverComponent.h |
|
| InputProducer | TObjectPtr< UObject > | Optional object for producing input cmds. | MoverComponent.h |
|
| InputProducers | TArray< TObjectPtr< UObject > > | All MoverInputProducerInterface objects producing input for this mover component. | MoverComponent.h |
|
| MovementMixer | TObjectPtr< UMovementMixer > | Optional object for mixing proposed moves.Typically set at BeginPlay time. | MoverComponent.h |
|
| MovementModes | TMap< FName, TObjectPtr< UBaseMovementMode > > | MoverComponent.h |
|
|
| OnMovementModeChanged | FMover_OnMovementModeChanged | Broadcast when a MovementMode has changed. Happens during a simulation tick if the mode changed that tick or when SetModeImmediately is used to change modes. | MoverComponent.h |
|
| OnMovementTransitionTriggered | FMover_OnTransitionTriggered | Broadcast when a Transition has been triggered. | MoverComponent.h |
|
| OnPostFinalize | FMover_OnPostFinalize | Broadcast after each finalized simulation frame, after the state is finalized. (Game thread only) | MoverComponent.h |
|
| OnPostMovement | FMover_OnPostMovement | Broadcast at the end of a simulation tick after movement has occurred, but allowing additions/modifications to the state. Not assignable as a BP event due to it having mutable parameters. | MoverComponent.h | |
| OnPostSimEventReceived | FMover_OnPostSimEventReceived | Fired when a new event has been received from the simulation This happens after the event had been processed at the mover component level, which may have caused a dedicated delegate, e.g. OnMovementModeChanged, to fire prior to this broadcast. | MoverComponent.h | |
| OnPostSimulationRollback | FMover_OnPostSimRollback | Broadcast when a rollback has occurred, just before the next simulation tick occurs. | MoverComponent.h |
|
| OnPostSimulationTick | FMover_OnPostSimTick | Broadcast after each simulation tick and the state is finalized. | MoverComponent.h |
|
| OnPreSimulationTick | FMover_OnPreSimTick | Broadcast before each simulation tick. | MoverComponent.h |
|
| OnTeleportFailed | FMover_OnTeleportFailed | Broadcast when a teleport has failed. | MoverComponent.h |
|
| OnTeleportSucceeded | FMover_OnTeleportSucceeded | Broadcast when a teleport has succeeded. | MoverComponent.h |
|
| PersistentSyncStateDataTypes | TArray< FMoverDataPersistence > | List of types that should always be present in this actor's sync state | MoverComponent.h |
|
| ProcessGeneratedMovement | FMover_ProcessGeneratedMovement | Broadcast after proposed movement has been generated. | MoverComponent.h | |
| ProcessLocalRootMotionDelegate | FOnWarpLocalspaceRootMotionWithContext | Delegates used when converting local root motion to worldspace, allowing external systems to influence it (such as motion warping) | MoverComponent.h | |
| ProcessWorldRootMotionDelegate | FOnWarpWorldspaceRootMotionWithContext | MoverComponent.h | ||
| SmoothingMode | EMoverSmoothingMode | If enabled, the movement of the primary visual component will be smoothed via an offset from the root moving component. This is useful in fixed-tick simulations with variable rendering rates. | MoverComponent.h |
|
| StartingMovementMode | FName | Name of the first mode to start in when simulation begins. Must have a mapping in MovementModes. Only used during initialization. | MoverComponent.h |
|
| Transitions | TArray< TObjectPtr< UBaseMovementModeTransition > > | Transition checks that are always evaluated regardless of mode. Evaluated in order, stopping at the first successful transition check. Mode-owned transitions take precedence. */. | MoverComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasGravityOverride | bool | Whether or not gravity is overridden on this actor. | MoverComponent.h |
|
| bHasRolledBack | bool | Transient flag indicating we've had a rollback and haven't started simulating forward again yet. | MoverComponent.h | |
| bHasUpDirectionOverride | bool | Whether to override the up direction with a fixed value instead of using gravity to deduce it. | MoverComponent.h |
|
| bInInitializeComponent | bool | Transient flag indicating whether we are executing InitializeComponent(). | MoverComponent.h | |
| bInOnRegister | bool | Transient flag indicating whether we are executing OnRegister(). | MoverComponent.h | |
| bUseDeferredGroupMovement | bool | If true, then the transform updates applied in UMoverComponent::SetFrameStateFromContext will use a "deferred group move" to improve performance. | MoverComponent.h |
|
| GravityAccelOverride | FVector | Cm/s^2, only meaningful if @bHasGravityOverride is enabled.Set @SetGravityOverride | MoverComponent.h |
|
| GravityToWorldTransform | FQuat | A cached quaternion representing the inverse rotation from world space to gravity relative space defined by GravityAccelOverride. | MoverComponent.h |
|
| PlanarConstraint | FPlanarConstraint | Settings that can lock movement to a particular plane | MoverComponent.h |
|
| QueuedInstantMovementEffects | TArray< FScheduledInstantMovementEffect > | Effects queued to be applied to the simulation at a given frame. | MoverComponent.h | |
| SharedSettings | TArray< TObjectPtr< UObject > > | Collection of settings objects that are shared between movement modes. | MoverComponent.h |
|
| UpDirectionOverride | FVector | A fixed up direction to use if bHasUpDirectionOverride is true. | MoverComponent.h |
|
| WorldToGravityTransform | FQuat | A cached quaternion representing the rotation from world space to gravity relative space defined by GravityAccelOverride. | MoverComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddGameplayTag
(
FGameplayTag TagToAdd |
Adds a gameplay tag to this Mover Component. Note: Duplicate tags will not be added | MoverComponent.h |
|
void AddGameplayTags
(
const FGameplayTagContainer& TagsToAdd |
Adds a series of gameplay tags to this Mover Component Note: Duplicate tags will not be added | MoverComponent.h |
|
UBaseMovementMode * AddMovementModeFromClass
(
FName ModeName, |
Add a movement mode to available movement modes. Returns true if the movement mode was added successfully. Returns the mode that was made. | MoverComponent.h |
|
bool AddMovementModeFromObject
(
FName ModeName, |
Add a movement mode to available movement modes. Returns true if the movement mode was added successfully. | MoverComponent.h |
|
void BindProcessGeneratedMovement
(
FMover_ProcessGeneratedMovement ProcessGeneratedMovementEvent |
Binds event for processing movement after it has been generated. Allows for final modifications to proposed movement before it's executed. | MoverComponent.h |
|
void CancelFeaturesWithTag
(
FGameplayTag TagToCancel, |
Cancel any active or queued movement features (layered moves, modifiers, etc.) that have a matching gameplay tag. | MoverComponent.h |
|
void CancelModifierFromHandle
(
FMovementModifierHandle ModifierHandle |
Cancel any active or queued Modifiers with the handle passed in. | MoverComponent.h |
|
void ClearQueuedInstantMovementEffects() |
Clears the queued instant movement effects. This is mostly for internal use, general users should abstain from calling it. | MoverComponent.h | |
virtual FTransform ConvertLocalRootMotionToWorld
(
const FTransform& LocalRootMotionTransform, |
Converts a local root motion transform to worldspace. | MoverComponent.h | |
virtual void CreateDefaultInputAndState
(
FMoverInputCmdContext& OutInputCmd, |
MoverComponent.h | ||
void DispatchSimulationEvent
(
const FMoverSimulationEventData& EventData |
Dispatch a simulation event. It will be processed immediately. | MoverComponent.h | |
void FinalizeFrame
(
const FMoverSyncState* SyncState, |
Take output for simulation. Called by backend system. | MoverComponent.h | |
void FinalizeSmoothingFrame
(
const FMoverSyncState* SyncState, |
Take smoothed simulation state. Called by backend system, if supported. | MoverComponent.h | |
void FinalizeUnchangedFrame() |
Take output for simulation when no simulation state changes have occurred. Called by backend system. | MoverComponent.h | |
const FLayeredMoveBase * FindActiveLayeredMoveByType
(
const UScriptStruct* DataStructType |
Find an active layered move by type. Returns null if one wasn't found. | MoverComponent.h | |
const MoveT * FindActiveLayeredMoveByType () |
Find a layered move of a specific type in this components active layered moves. | MoverComponent.h | |
UBaseMovementMode * FindMode_Mutable
(
TSubclassOf< UBaseMovementMode > ModeType, |
MoverComponent.h | ||
ModeT * FindMode_Mutable
(
FName MovementModeName, |
Find the movement mode on this component the given name and type, optionally of the given type exactly. | MoverComponent.h | |
UBaseMovementMode * FindMode_Mutable
(
TSubclassOf< UBaseMovementMode > ModeType, |
MoverComponent.h | ||
ModeT * FindMode_Mutable
(
bool bRequireExactClass |
Find the first movement mode on this component with the given type, optionally of the given type exactly. | MoverComponent.h | |
UBaseMovementMode * FindMovementMode
(
TSubclassOf< UBaseMovementMode > MovementMode |
MoverComponent.h |
|
|
UBaseMovementMode * FindMovementModeByName
(
FName MovementModeName |
MoverComponent.h |
|
|
const FMovementModifierBase * FindMovementModifier
(
const FMovementModifierHandle& ModifierHandle |
Find movement modifier by it's handle. Returns nullptr if the modifier couldn't be found. | MoverComponent.h | |
const FMovementModifierBase * FindMovementModifierByType
(
const UScriptStruct* DataStructType |
Find movement modifier by type (returns the first modifier it finds). Returns nullptr if the modifier couldn't be found. | MoverComponent.h | |
const ModifierT * FindMovementModifierByType () |
Find a movement modifier of a specific type in this components movement modifiers. | MoverComponent.h | |
const IMovementSettingsInterface * FindSharedSettings
(
const UClass* ByType |
Find settings object by type. Returns null if there is none of that type | MoverComponent.h | |
const SettingsT * FindSharedSettings () |
MoverComponent.h | ||
const UObject * FindSharedSettings_BP
(
TSubclassOf< UObject > SharedSetting |
Find settings object by type. Returns null if there is none of that type | MoverComponent.h |
|
SettingsT * FindSharedSettings_Mutable () |
MoverComponent.h | ||
IMovementSettingsInterface * FindSharedSettings_Mutable
(
const UClass* ByType |
Find mutable settings object by type. Returns null if there is none of that type | MoverComponent.h | |
UObject * FindSharedSettings_Mutable_BP
(
TSubclassOf< UObject > SharedSetting |
Find mutable settings object by type. Returns null if there is none of that type | MoverComponent.h |
|
const ModeT * GetActiveMode
(
bool bRequireExactClass |
Gets the currently active movement mode, provided it is of the given type. | MoverComponent.h | |
ModeT * GetActiveMode_Mutable
(
bool bRequireExactClass |
Gets the currently active movement mode, provided it is of the given type. | MoverComponent.h | |
FTransform GetBaseVisualComponentTransform() |
Gets BaseVisualComponentTransform used for cases where we want to move the visual component away from the root component. See @BaseVisualComponentTransform. | MoverComponent.h |
|
TArray< FTrajectorySampleInfo > GetFutureTrajectory
(
float FutureSeconds, |
Get a sampling of where the actor is projected to be in the future, based on a current state. | MoverComponent.h |
|
FVector GetGravityAcceleration() |
Get the current acceleration due to gravity (cm/s^2) in worldspace. | MoverComponent.h |
|
FQuat GetGravityToWorldTransform() |
Returns a quaternion transforming from gravity to world space. | MoverComponent.h | |
const FMoverInputCmdContext & GetLastInputCmd() |
Access the most recently-used inputs. | MoverComponent.h |
|
const FMoverTimeStep & GetLastTimeStep() |
Get the most recent TimeStep. | MoverComponent.h |
|
UPrimitiveComponent * GetMovementBase() |
Get the current movement base. Null if there isn't one. | MoverComponent.h |
|
FName GetMovementBaseBoneName() |
Get the current movement base bone, NAME_None if there isn't one. | MoverComponent.h |
|
FVector GetMovementIntent() |
Get the intended movement direction in worldspace with magnitude (range 0-1) | MoverComponent.h |
|
const UBaseMovementMode * GetMovementMode() |
Get the current movement mode. | MoverComponent.h |
|
FName GetMovementModeName() |
Get the current movement mode name. | MoverComponent.h |
|
const FPlanarConstraint & GetPlanarConstraint() |
Access the planar constraint that may be limiting movement direction. | MoverComponent.h |
|
TArray< FTrajectorySampleInfo > GetPredictedTrajectory
(
FMoverPredictTrajectoryParams PredictionParams |
Get a sampling of where the actor is projected to be in the future, based on a current state. | MoverComponent.h |
|
| Access the primary visual component of the actor. | MoverComponent.h |
|
|
T * GetPrimaryVisualComponent () |
Typed accessor to primary visual component. | MoverComponent.h | |
const TArray< FScheduledInstantMovementEffect > & GetQueuedInstantMovementEffects() |
Get the queued instant movement effects. This is mostly for internal use, general users should abstain from calling it. | MoverComponent.h | |
const TArray< TObjectPtr< ULayeredMoveLogic > > * GetRegisteredMoves() |
MoverComponent.h | ||
URollbackBlackboard * GetRollbackBlackboard() |
MoverComponent.h | ||
URollbackBlackboard_InternalWrapper * GetRollbackBlackboard_Internal() |
MoverComponent.h | ||
const UMoverBlackboard * GetSimBlackboard() |
Access the read-only version of the Mover's Blackboard. | MoverComponent.h |
|
UMoverBlackboard * GetSimBlackboard_Mutable() |
MoverComponent.h | ||
const FMoverSyncState & GetSyncState() |
Access the most recent captured sync state. | MoverComponent.h |
|
FRotator GetTargetOrientation() |
Get the orientation that the actor is moving towards. | MoverComponent.h |
|
| Access the root component of the actor that our Mover simulation is moving. | MoverComponent.h |
|
|
T * GetUpdatedComponent () |
Typed accessor to root moving component. | MoverComponent.h | |
FTransform GetUpdatedComponentTransform() |
Get the transform of the root component that our Mover simulation is moving. | MoverComponent.h | |
FVector GetUpDirection() |
Get the normalized direction considered "up" in worldspace. Typically aligned with gravity, and typically determines the plane an actor tries to move along. | MoverComponent.h |
|
FVector GetVelocity() |
Get the current velocity (units per second, worldspace) | MoverComponent.h |
|
FQuat GetWorldToGravityTransform() |
Returns a quaternion transforming from world to gravity space. | MoverComponent.h | |
void HandleImpact
(
FMoverOnImpactParams& ImpactParams |
Handle a blocking impact. | MoverComponent.h |
|
bool HasGameplayTag
(
FGameplayTag TagToFind, |
Check Mover systems for a gameplay tag. | MoverComponent.h |
|
bool HasGameplayTagInState
(
const FMoverSyncState& SyncState, |
Check Mover systems for a gameplay tag. | MoverComponent.h |
|
bool HasValidCachedInputCmd() |
Signals whether we have input data saved yet. If not, input queries will not be meaningful. | MoverComponent.h |
|
bool HasValidCachedState() |
Signals whether we have a sync state saved yet. If not, most queries will not be meaningful. | MoverComponent.h |
|
void InitializeSimulationState
(
FMoverSyncState* OutSync, |
Seed initial values based on component's state. Called by backend system. | MoverComponent.h | |
bool IsModifierActiveOrQueued
(
const FMovementModifierHandle& ModifierHandle |
Checks if the modifier handle passed in is active or queued on this mover component. | MoverComponent.h |
|
bool IsUsingDeferredGroupMovement() |
Returns true if this component is actually using grouped movement updates, which checks the flag and any global settings | MoverComponent.h |
|
void K2_FindActiveLayeredMove
(
bool& DidSucceed, |
Retrieves an active layered move, by writing to a target instance if it is the matching type. | MoverComponent.h |
|
void K2_FindMovementModifier
(
FMovementModifierHandle ModifierHandle, |
Retrieves Movement modifier by writing to a target instance if it is the matching type. | MoverComponent.h |
|
void K2_QueueInstantMovementEffect
(
const int32& EffectAsRawData |
Queue an Instant Movement Effect to start at the end of this frame or start of the next subtick - whichever happens first. | MoverComponent.h |
|
void K2_QueueLayeredMove
(
const int32& MoveAsRawData |
Queue a layered move to start during the next simulation frame. | MoverComponent.h |
|
bool K2_QueueLayeredMoveActivationWithContext
(
TSubclassOf< ULayeredMoveLogic > MoveLogicClass, |
Queues a layered move for activation. | MoverComponent.h |
|
FMovementModifierHandle K2_QueueMovementModifier
(
const int32& MoveAsRawData |
Queue a Movement Modifier to start during the next simulation frame. | MoverComponent.h |
|
void K2_RegisterMove
(
TSubclassOf< ULayeredMoveLogic > MoveClass |
Registers layered move logic | MoverComponent.h |
|
void K2_RegisterMoves
(
TArray< TSubclassOf< ULayeredMoveLogic > > MoveClasses |
Registers an array of layered move logic classes | MoverComponent.h |
|
void K2_ScheduleInstantMovementEffect
(
const int32& EffectAsRawData |
Schedule an Instant Movement Effect to be applied as early as possible while ensuring it gets executed on the same frame on all networked end points. | MoverComponent.h |
|
void K2_UnregisterMove
(
TSubclassOf< ULayeredMoveLogic > MoveClass |
Unregisters layered move logic | MoverComponent.h |
|
virtual void OnBeginOverlap
(
UPrimitiveComponent* OverlappedComp, |
Callbacks. | MoverComponent.h | |
virtual void ProduceInput
(
const int32 DeltaTimeMS, |
Get latest local input prior to simulation step. Called by backend system on owner's instance (autonomous or authority). | MoverComponent.h | |
void QueueInstantMovementEffect
(
TSharedPtr< FInstantMovementEffect > InstantMovementEffect |
Queue a Instant Movement Effect to take place at the end of this frame or start of the next subtick - whichever happens first | MoverComponent.h | |
void QueueInstantMovementEffect_Internal
(
const FMoverTimeStep& TimeStep, |
Queue an instant movement effect in async mode. Do not use on the game thread. | MoverComponent.h | |
void QueueLayeredMove
(
TSharedPtr< FLayeredMoveBase > Move |
Queue a layered move to start during the next simulation frame. | MoverComponent.h | |
bool QueueLayeredMoveActivation
(
TSubclassOf< ULayeredMoveLogic > MoveLogicClass |
Queues a layered move for activation. | MoverComponent.h |
|
bool QueueLayeredMoveActivationWithContext
(
const ActivationParamsT& ActivationParams, |
MoverComponent.h | ||
FMovementModifierHandle QueueMovementModifier
(
TSharedPtr< FMovementModifierBase > Modifier |
Queue a Movement Modifier to start during the next simulation frame. | MoverComponent.h | |
void QueueNextMode
(
FName DesiredModeName, |
Queue a movement mode change to occur during the next simulation frame. If bShouldReenter is true, then a mode change will occur even if already in that mode. | MoverComponent.h |
|
void RegisterMove
(
TSubclassOf< MoveT > MoveClass |
Registers layered move logic | MoverComponent.h | |
void RemoveGameplayTag
(
FGameplayTag TagToRemove |
Removes a gameplay tag from this Mover Component | MoverComponent.h |
|
void RemoveGameplayTags
(
const FGameplayTagContainer& TagsToRemove |
Removes gameplay tags from this Mover Component | MoverComponent.h |
|
bool RemoveMovementMode
(
FName ModeName |
Removes a movement mode from available movement modes. Returns number of modes removed from the available movement modes. | MoverComponent.h |
|
void RestoreFrame
(
const FMoverSyncState* SyncState, |
Restore a previous frame prior to resimulating. Called by backend system. NewBaseTimeStep represents the current time and frame we'll simulate next. | MoverComponent.h | |
void ScheduleInstantMovementEffect
(
TSharedPtr< FInstantMovementEffect > InstantMovementEffect |
Queue a scheduled Instant Movement Effect to take place after delay (tunable in the NetworkPhysicsSettingsComponent) ensuring it gets executed on the same frame on all networked end points. | MoverComponent.h | |
void SetBaseVisualComponentTransform
(
const FTransform& ComponentTransform |
Sets BaseVisualComponentTransform used for cases where we want to move the visual component away from the root component. See @BaseVisualComponentTransform. | MoverComponent.h |
|
void SetGravityOverride
(
bool bOverrideGravity, |
Set gravity override, as a directional acceleration in worldspace. Gravity on Earth would be {x=0,y=0,z=-980}. | MoverComponent.h |
|
void SetPlanarConstraint
(
const FPlanarConstraint& InConstraint |
Sets planar constraint that can limit movement direction. | MoverComponent.h |
|
void SetPrimaryVisualComponent
(
USceneComponent* SceneComponent |
Sets this Mover actor's primary visual component. Must be a descendant of the updated component that acts as our movement root. | MoverComponent.h |
|
void SetSimulationOutput
(
const FMoverTimeStep& TimeStep, |
MoverComponent.h | ||
void SetUpdatedComponent
(
USceneComponent* NewUpdatedComponent |
Sets which component we're using as the root of our movement. | MoverComponent.h |
|
void SetUpDirectionOverride
(
bool bOverrideUpDirection, |
Set UpDirection override. This is a fixed direction that overrides the gravity-derived up direction. | MoverComponent.h |
|
void SetUseDeferredGroupMovement
(
bool bEnable |
Sets whether this mover component can use grouped movement updates, which improve performance but can cause attachments to update later than expected | MoverComponent.h |
|
void SimulationTick
(
const FMoverTimeStep& InTimeStep, |
Primary movement simulation update. Given an starting state and timestep, produce a new state. Called by backend system. | MoverComponent.h | |
void TickInterpolatedSimProxy
(
const FMoverTimeStep& TimeStep, |
This is an opportunity to run code on the code on the simproxy in interpolated mode - currently used to help activate and deactivate modifiers on the simproxy in interpolated mode. | MoverComponent.h | |
virtual bool TryGetFloorCheckHitResult
(
FHitResult& OutHitResult |
Access the most recent floor check hit result. | MoverComponent.h |
|
void UnbindProcessGeneratedMovement() |
Clears current bound event for processing movement after it has been generated. | MoverComponent.h |
|
void UnregisterMove
(
TSubclassOf< MoveT > MoveClass |
Unregisters layered move logic | MoverComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
MoverComponent.h | ||
virtual void InitializeComponent() |
MoverComponent.h | ||
virtual void OnRegister() |
MoverComponent.h | ||
virtual void RegisterComponentTickFunctions
(
bool bRegister |
MoverComponent.h | ||
virtual void UninitializeComponent() |
MoverComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
MoverComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForExternalMovement
(
const FMoverTickStartData& SimStartingData |
MoverComponent.h | ||
virtual void DoQueueNextMode
(
FName DesiredModeName, |
MoverComponent.h | ||
void FindDefaultUpdatedComponent() |
MoverComponent.h | ||
UBaseMovementMode * GetActiveModeInternal
(
TSubclassOf< UBaseMovementMode > ModeType, |
MoverComponent.h | ||
| MoverComponent.h | |||
bool MakeAndQueueLayeredMove
(
const TSubclassOf< ULayeredMoveLogic >& MoveLogicClass, |
Helper function for making Queueing and making Layered Moves | MoverComponent.h | |
virtual void OnHandleImpact
(
const FMoverOnImpactParams& ImpactParams |
MoverComponent.h | ||
void OnSimulationPreRollback
(
const FMoverSyncState* InvalidSyncState, |
Called when a rollback occurs, before the simulation state has been restored. | MoverComponent.h | |
void OnSimulationRollback
(
const FMoverSyncState* SyncState, |
Called when a rollback occurs, after the simulation state has been restored. | MoverComponent.h | |
virtual void PhysicsVolumeChanged
(
APhysicsVolume* NewVolume |
MoverComponent.h | ||
void PreSimulationTick
(
const FMoverTimeStep& TimeStep, |
Called before each simulation tick. Broadcasts OnPreSimulationTick delegate. | MoverComponent.h | |
void ProcessFirstSimTickAfterRollback
(
const FMoverTimeStep& TimeStep |
MoverComponent.h | ||
virtual void ProcessSimulationEvent
(
const FMoverSimulationEventData& EventData |
MoverComponent.h | ||
void QueueInstantMovementEffect
(
const FScheduledInstantMovementEffect& ScheduledInstantMovementEffect |
Queue a scheduled instant movement effect. Thread safe, can be used outside the game thread. | MoverComponent.h | |
void RefreshSharedSettings() |
Internal function to ensure SharedSettings array matches what's needed by the list of Movement Modes | MoverComponent.h | |
virtual void SetAdditionalSimulationOutput
(
const FMoverDataCollection& Data |
MoverComponent.h | ||
void SetFrameStateFromContext
(
const FMoverSyncState* SyncState, |
Makes this component and owner actor reflect the state of a particular frame snapshot. | MoverComponent.h | |
void UpdateBasedMovementScheduling
(
const FMoverTickEndData& SimOutput |
Internal function to perform post-sim scheduling to optionally support simple based movement | MoverComponent.h | |
void UpdateCachedFrameState
(
const FMoverSyncState* SyncState, |
Update cached frame state if it has changed | MoverComponent.h | |
void UpdateTickRegistration() |
MoverComponent.h | ||
bool ValidateSetup
(
FDataValidationContext& ValidationErrors |
MoverComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
MoverComponent.h | ||
virtual void PostCDOCompiled
(
const FPostCDOCompiledContext& Context |
MoverComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MoverComponent.h | ||
virtual void PostTransacted
(
const FTransactionObjectEvent& TransactionEvent |
MoverComponent.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
MoverComponent.h |