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API > API/Plugins > API/Plugins/MoverExamples
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- APawn
- AMoverExamplesCharacter
References
| Module | MoverExamples |
| Header | /Engine/Plugins/Experimental/MoverExamples/Source/MoverExamples/Public/MoverExamplesCharacter.h |
| Include | #include "MoverExamplesCharacter.h" |
Syntax
UCLASS ()
class AMoverExamplesCharacter :
public APawn ,
public IMoverInputProducerInterface
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bMaintainLastInputOrientation | If true, the actor will continue orienting towards the last intended orientation (from input) even after movement intent input has ceased. | |
| bool | bOrientRotationToMovement | If true, rotate the Character toward the direction the actor is moving | |
| bool | bShouldRemainVertical | If true, the actor will remain vertical despite any rotation applied to the actor | |
| bool | bUseBaseRelativeMovement | Whether or not we author our movement inputs relative to whatever base we're standing on, or leave them in world space. | |
| TObjectPtr< UCharacterMoverComponent > | CharacterMotionComponent | ||
| UInputAction * | FlyInputAction | Fly Input Action | |
| UInputAction * | JumpInputAction | Jump Input Action | |
| UInputAction * | LookInputAction | Look Input Action | |
| UInputAction * | MoveInputAction | Move Input Action |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AMoverExamplesCharacter
(
const FObjectInitializer& ObjectInitializer |
Sets default values for this pawn's properties. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UCharacterMoverComponent * | Accessor for the actor's movement component. | ||
| void | OnProduceInput
(
float DeltaMs, |
Override this function in native class to author input for the next simulation frame. Consider also calling Super method. | |
| FMoverInputCmdContext | OnProduceInputInBlueprint
(
float DeltaMs, |
Implement this event in Blueprints to author input for the next simulation frame. Consider also calling Parent event. | |
| void | ProduceInput_Implementation
(
int32 SimTimeMs, |
Entry point for input production. Do not override. To extend in derived character types, override OnProduceInput for native types or implement "Produce Input" blueprint event. | |
| void | RequestMoveByIntent
(
const FVector& DesiredIntent |
Request the character starts moving with an intended directional magnitude. A length of 1 indicates maximum acceleration. | |
| void | RequestMoveByVelocity
(
const FVector& DesiredVelocity |
Request the character starts moving with a desired velocity. This will be used in lieu of any other input. |
Overridden from APawn
| Type | Name | Description | |
|---|---|---|---|
| void | SetupPlayerInputComponent
(
UInputComponent* PlayerInputComponent |
Called to bind functionality to input. |