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FCharacterDefaultInputs |
Data block containing all inputs that need to be authored and consumed for the default Mover character simulation. |
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FLayeredMoveBase |
Base class for all layered moves. |
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FLayeredMoveFinishVelocitySettings |
Struct for LayeredMove Finish Velocity options. |
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FLayeredMoveGroup |
A collection of layered moves affecting a movable actor. |
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FMovementModeTickEndState |
Filled out by a MovementMode during simulation tick to indicate its ending state, allowing for a residual time step and switching modes mid-tick |
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FMover_OnMovementModeChanged |
Fired after changing movement modes. First param is the name of the previous movement mode. Second is the name of the new movement mode. |
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FMover_OnPostMovement |
Fired during a simulation tick, after movement has occurred but before the state is finalized, allowing changes to the output state. |
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FMover_OnPostSimRollback |
Fired after a rollback. First param is the time step we've rolled back to. Second param is when we rolled back from, and represents a later frame that is no longer valid. |
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FMover_OnPostSimTick |
Fired after a simulation tick, regardless of being a re-simulated frame or not. |
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FMover_OnPreSimTick |
Fired just before a simulation tick, regardless of being a re-simulated frame or not. |
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FMoverAuxStateContext |
Auxiliary state that is input into the simulation (changes rarely) |
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FMoverDataCollection |
Contains a group of different FMoverDataStructBase-derived data, and supports net serialization of them. |
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FMoverDataPersistence |
Info about data collection types that should always be present, and how they should propagate from one frame to the next |
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FMoverDataStructBase |
Base type for all data structs used to compose Mover simulation model definition dynamically (input cmd, sync state, aux state) NOTE: for simulation state data (sync/aux), derive from FMoverStateData instead |
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FMoverDefaultSyncState |
Data block containing basic sync state information. |
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FMoverInputCmdContext |
The client generates this representation of "input" to the simulated actor for one simulation frame. |
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FMoverModule |
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FMoverOnImpactParams |
Struct to hold params for when an impact happens. This contains all of the data for impacts including what gets passed to the FMover_OnImpact delegate. |
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FMoverSyncState |
State we are evolving frame to frame and keeping in sync (frequently changing). |
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FMoverTickEndData |
Contains all state data produced by a simulation tick, including new simulation state |
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FMoverTickStartData |
Contains all state data for the start of a simulation tick |
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FMoverTimeStep |
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FSimulationTickParams |
Input parameters to provide context for SimulationTick functions. |
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FTransitionEvalResult |
Results from a movement mode transition evaluation |
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IMovementSettingsInterface |
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IMoverInputProducerInterface |
MoverInputProducerInterface: API for any object that can produce input for a Mover simulation frame |
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UBaseMovementMode |
Base class for all movement modes, exposing simulation update methods for both C++ and blueprint extension |
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UBaseMovementModeTransition |
Base class for all transitions |
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UMovementSettingsInterface |
UMovementSettingsInterface: interface that must be implemented for any settings object to be shared between modes |
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UMoverComponent |
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UMoverDataCollectionLibrary |
Blueprint helper functions for working with a Mover data collection. |
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UMoverDataModelBlueprintLibrary |
Blueprint function library to make it easier to work with Mover data structs, since we can't add UFUNCTIONs to structs |
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UMoverDeveloperSettings |
Developer settings for the Mover plugin |
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UMoverInputProducerInterface |
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