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Classes
| Type | Name | Description | |
|---|---|---|---|
| FApplyMovementEffectParams | |||
| FCharacterDefaultInputs | Data block containing all inputs that need to be authored and consumed for the default Mover character simulation. | ||
| FInstantMovementEffect | Instant Movement Effects are methods of affecting movement state directly on a Mover-based actor for one tick. | ||
| FLayeredMoveBase | Base class for all layered moves. | ||
| FLayeredMoveFinishVelocitySettings | Struct for LayeredMove Finish Velocity options. | ||
| FLayeredMoveGroup | A collection of layered moves affecting a movable actor. | ||
| 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 | ||
| FMovementModifierBase | Movement Modifier: Used to apply changes that indirectly influence the movement simulation, without proposing or executing any movement, but still in sync with the sim. | ||
| FMovementModifierGroup | A collection of movement modifiers affecting a movable actor. | ||
| FMovementModifierHandle | Handle to identify movement modifiers. | ||
| 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. | ||
| FMover_OnPostMovement | Fired during a simulation tick, after movement has occurred but before the state is finalized, allowing changes to the output state. | ||
| 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 Second param is when we rolled back from, and represents a later frame that is no longer valid. | ||
| FMover_OnPostSimTick | Fired after a simulation tick, regardless of being a re-simulated frame or not. | ||
| FMover_OnPreSimTick | Fired just before a simulation tick, regardless of being a re-simulated frame or not. | ||
| FMover_ProcessGeneratedMovement | Fired after proposed movement has been generated (i.e. after movement modes and layered moves have generated movement and mixed together). | ||
| FMoverAuxStateContext | Auxiliary state that is input into the simulation (changes rarely) | ||
| FMoverDataCollection | Contains a group of different FMoverDataStructBase-derived data, and supports net serialization of them. | ||
| FMoverDataPersistence | Info about data collection types that should always be present, and how they should propagate from one frame to the next | ||
| 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 | ||
| FMoverDefaultSyncState | Data block containing basic sync state information. | ||
| FMoverInputCmdContext | The client generates this representation of "input" to the simulated actor for one simulation frame. | ||
| FMoverModule | |||
| 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. | ||
| FMoverPredictTrajectoryParams | |||
| FMoverSyncState | State we are evolving frame to frame and keeping in sync (frequently changing). | ||
| FMoverTickEndData | Contains all state data produced by a simulation tick, including new simulation state | ||
| FMoverTickStartData | Contains all state data for the start of a simulation tick | ||
| FMoverTimeStep | |||
| FSimulationTickParams | Input parameters to provide context for SimulationTick functions. | ||
| FTransitionEvalResult | Results from a movement mode transition evaluation | ||
| IMovementSettingsInterface | |||
| IMoverInputProducerInterface | MoverInputProducerInterface: API for any object that can produce input for a Mover simulation frame | ||
| UBaseMovementMode | Base class for all movement modes, exposing simulation update methods for both C++ and blueprint extension | ||
| UBaseMovementModeTransition | Base class for all transitions | ||
| UMotionWarpingMoverAdapter | |||
| UMovementSettingsInterface | UMovementSettingsInterface: interface that must be implemented for any settings object to be shared between modes | ||
| UMoverComponent | |||
| UMoverDataCollectionLibrary | Blueprint helper functions for working with a Mover data collection. | ||
| UMoverDataModelBlueprintLibrary | Blueprint function library to make it easier to work with Mover data structs, since we can't add UFUNCTIONs to structs | ||
| UMoverDeveloperSettings | Developer settings for the Mover plugin | ||
| UMoverInputProducerInterface | |||
| UMoverTrajectoryPredictor | Trajectory predictor that can query from a Mover-driven actor, for use with Pose Search |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ELayeredMoveFinishVelocityMode | |||
| EMoveInputType | Used to identify how to interpret a movement input vector's values. | ||
| EMoverSmoothingMode | Options for how to handle smoothing frame data from the backend. |
Functions
| Type | Name | Description | |
|---|---|---|---|
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsOnGround |
Gameplay tags. | ||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsInAir |
|||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsFalling |
|||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsFlying |
|||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsSwimming |
|||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsCrouching |
|||
UE_DECLARE_GAMEPLAY_TAG_EXTERN
(
Mover_IsNavWalking |