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FollowPathMode: This mode performs simple movement of the associated actor, attempting to interpolate through a series of locations. There are variety of settings that affect behavior, such as speed and looping.
| Name | UFollowPathMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/MoverExamples/Source/MoverExamples/Public/MovementBases/FollowPathMode.h |
| Include Path | #include "MovementBases/FollowPathMode.h" |
Syntax
UCLASS (Blueprintable, BlueprintType)
class UFollowPathMode : public UBaseMovementMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementMode → UFollowPathMode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFollowPathMode
(
const FObjectInitializer& ObjectInitializer |
MovementBases/FollowPathMode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BehaviourType | EInterpToBehaviourType | Method of path-following. | MovementBases/FollowPathMode.h |
|
| ControlPoints | TArray< FInterpControlPoint > | List of ordered path locations to visit. | MovementBases/FollowPathMode.h |
|
| Duration | float | Time (in seconds) required to move from the first point to the last (or vice versa) | MovementBases/FollowPathMode.h |
|
| RotationType | EFollowPathRotationType | Method of rotating the actor during path-following. | MovementBases/FollowPathMode.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ControlPointPathTangents | TArray< FVector > | MovementBases/FollowPathMode.h | ||
| TimeMultiplier | float | MovementBases/FollowPathMode.h | ||
| TotalDistance | float | MovementBases/FollowPathMode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateMove_Implementation
(
const FMoverTickStartData& StartState, |
MovementBases/FollowPathMode.h | ||
virtual void SimulationTick_Implementation
(
const FSimulationTickParams& Params, |
MovementBases/FollowPathMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateNewPathPct
(
float InPathPct, |
Based on current path pct + direction + time step, find the next path pct, possibly stopping or changing direction mid-step. | MovementBases/FollowPathMode.h | |
FVector ComputeInterpolatedTangentFromPathPct
(
const float PathPct |
MovementBases/FollowPathMode.h | ||
FVector ComputeMoveDelta
(
const FVector CurrentPos, |
Find the necessary move delta to get onto path at a certain pct, based on current location. | MovementBases/FollowPathMode.h | |
FRotator ComputeMoveOrientation
(
const float TargetPathPos, |
MovementBases/FollowPathMode.h | ||
FVector ComputeTangentFromPathPct
(
const float PathPct, |
MovementBases/FollowPathMode.h | ||
virtual void UpdateControlPoints
(
bool InForceUpdate |
Update the control points. Adjusts the positions of there are any actor control points as well as updating the spline type. | MovementBases/FollowPathMode.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
MovementBases/FollowPathMode.h |