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WARNING - This class will be removed. Please use UChaosMoverBackend along with UChaosPathedMovementControllerComponent to simulate moving platforms
Liaison that works with path-following movement modes. Establishes a joint constraint between the actual component to update and wherever it should be along the path. This allows the platform's velocity and rotation to be affected by physics as it moves along the path, and the joint pulls it back where it should be (think spring). Only compatible with UPathedPhysicsMovementModes, which are responsible for dictating how "loose" the joint between the platform and its ideal position is.
| Name | UMoverPathedPhysicsLiaisonComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/Backends/MoverPathedPhysicsLiaison.h |
| Include Path | #include "Backends/MoverPathedPhysicsLiaison.h" |
Syntax
UCLASS (MinimalAPI, Within=PathedPhysicsMoverComponent,
DisplayName="DEPRECATED Mover Pathed Physics Liaison Component")
class UMoverPathedPhysicsLiaisonComponent : public UMoverNetworkPhysicsLiaisonComponentBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMoverNetworkPhysicsLiaisonComponentBase → UMoverPathedPhysicsLiaisonComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMoverPathedPhysicsLiaisonComponent() |
Backends/MoverPathedPhysicsLiaison.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DelayedStartTimerHandle | FTimerHandle | Backends/MoverPathedPhysicsLiaison.h | ||
| Inputs_External | FMutablePathedMovementProperties | Backends/MoverPathedPhysicsLiaison.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPathedPhysicsMoverComponent & GetPathedMoverComp() |
Backends/MoverPathedPhysicsLiaison.h | ||
const FTransform & GetPathOrigin() |
Backends/MoverPathedPhysicsLiaison.h | ||
EPathedPhysicsPlaybackBehavior GetPlaybackBehavior() |
Backends/MoverPathedPhysicsLiaison.h | ||
bool IsInReverse() |
Backends/MoverPathedPhysicsLiaison.h | ||
bool IsJointEnabled() |
Backends/MoverPathedPhysicsLiaison.h | ||
bool IsMoving() |
Backends/MoverPathedPhysicsLiaison.h | ||
void SetIsMoving
(
bool bShouldMove, |
Backends/MoverPathedPhysicsLiaison.h | ||
void SetPathOrigin
(
const FTransform& NewPathOrigin |
Backends/MoverPathedPhysicsLiaison.h | ||
void SetPlaybackBehavior
(
EPathedPhysicsPlaybackBehavior PlaybackBehavior |
Backends/MoverPathedPhysicsLiaison.h | ||
void SetPlaybackDirection
(
bool bPlayForward |
Backends/MoverPathedPhysicsLiaison.h |
Overridden from UMoverNetworkPhysicsLiaisonComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ConsumeOutput_External
(
const FPhysicsMoverAsyncOutput& Output, |
Backends/MoverPathedPhysicsLiaison.h | ||
virtual void PostPhysicsUpdate_External() |
Backends/MoverPathedPhysicsLiaison.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool HasValidPhysicsState() |
Backends/MoverPathedPhysicsLiaison.h | ||
virtual void InitializeComponent() |
Backends/MoverPathedPhysicsLiaison.h | ||
virtual void OnCreatePhysicsState() |
Backends/MoverPathedPhysicsLiaison.h | ||
virtual void OnDestroyPhysicsState() |
Backends/MoverPathedPhysicsLiaison.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPathModeConfig
(
const UPathedPhysicsMovementMode& PathedMode |
Backends/MoverPathedPhysicsLiaison.h | ||
void CreateTargetJoint() |
Backends/MoverPathedPhysicsLiaison.h | ||
void DestroyTargetJoint() |
Backends/MoverPathedPhysicsLiaison.h | ||
Chaos::FJointConstraint * GetJointConstraint() |
Backends/MoverPathedPhysicsLiaison.h |
Overridden from UMoverNetworkPhysicsLiaisonComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanProcessInputs_Internal
(
const FPhysicsMoverAsyncInput& Input |
Called at the beginning of PreSimulate_Internal to verify that everything is in order. | Backends/MoverPathedPhysicsLiaison.h | |
virtual bool CanSimulate_Internal
(
const FPhysicsMoverSimulationTickParams& TickParams, |
Called at the beginning of PreSimulate_Internal to verify that everything is in order. | Backends/MoverPathedPhysicsLiaison.h | |
virtual void HandleComponentPhysicsStateChanged
(
UPrimitiveComponent* ChangedComponent, |
Backends/MoverPathedPhysicsLiaison.h | ||
virtual void PerformPreSimulate_Internal
(
const FPhysicsMoverSimulationTickParams& TickParams, |
Actually do the PreSimulate work on the PT. | Backends/MoverPathedPhysicsLiaison.h | |
virtual void PerformProcessInputs_Internal
(
int32 PhysicsStep, |
Actually do the ProcessInputs work on the PT. | Backends/MoverPathedPhysicsLiaison.h | |
virtual void PerformProduceInput_External
(
float DeltaTime, |
Backends/MoverPathedPhysicsLiaison.h |