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WARNING - This class will be removed.Please use UChaosCharacterMoverComponent instead
| Name | UPhysicsCharacterMoverComponent |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/PhysicsMover/PhysicsCharacterMoverComponent.h |
| Include Path | #include "PhysicsMover/PhysicsCharacterMoverComponent.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, Meta=(BlueprintSpawnableComponent))
class UPhysicsCharacterMoverComponent : public UCharacterMoverComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMoverComponent → UCharacterMoverComponent → UPhysicsCharacterMoverComponent
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPhysicsCharacterMoverComponent() |
PhysicsMover/PhysicsCharacterMoverComponent.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bStancePostProcessed | bool | Keeps track of post processing that needs to take place on the game thread, after the stance is processed in the simulation tick. | PhysicsMover/PhysicsCharacterMoverComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCrouch_Internal
(
const FMoverSyncState& SyncState |
Check if crouching is allowed. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
void Crouch_Internal
(
const FMoverSyncState& SyncState |
Perform crouch on actor. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
const FMovementModifierBase * FindMovementModifier_Internal
(
const FMoverSyncState& SyncState, |
Find movement modifier by it's handle. Returns nullptr if the modifier couldn't be found. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
const ModifierT * FindMovementModifierByType_Internal
(
const FMoverSyncState& SyncState |
Find a movement modifier of a specific type in this components movement modifiers. If not found, null will be returned. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
const FMovementModifierBase * FindMovementModifierByType_Internal
(
const FMoverSyncState& SyncState, |
Find movement modifier by type (returns the first modifier it finds). Returns nullptr if the modifier couldn't be found. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
bool HasGameplayTag_Internal
(
const FMoverSyncState& SyncState, |
Check Mover systems for a gameplay tag. | PhysicsMover/PhysicsCharacterMoverComponent.h | |
void UnCrouch_Internal
(
const FMoverSyncState& SyncState |
Perform uncrouch on actor. | PhysicsMover/PhysicsCharacterMoverComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
PhysicsMover/PhysicsCharacterMoverComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnMoverPostSimulationTick
(
const FMoverTimeStep& TimeStep |
PhysicsMover/PhysicsCharacterMoverComponent.h | ||
virtual void OnMoverPreMovement
(
const FMoverTimeStep& TimeStep, |
PhysicsMover/PhysicsCharacterMoverComponent.h |
Overridden from UCharacterMoverComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnMoverPreSimulationTick
(
const FMoverTimeStep& TimeStep, |
PhysicsMover/PhysicsCharacterMoverComponent.h |