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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMovementComponent
- UInterpToMovementComponent
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/InterpToMovementComponent.h |
| Include | #include "Components/InterpToMovementComponent.h" |
Syntax
UCLASS (ClassGroup=Movement, Meta=(BlueprintSpawnableComponent), HideCategories=Velocity,
MinimalAPI)
class UInterpToMovementComponent : public UMovementComponent
Remarks
Move the root component between a series of points over a given time *
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCheckIfStillInWorld | Do we want this comp to perform CheckStillInWorld checks? | |
| bool | bContainsActorControlPoints | Are there any actor control points in use | |
| EInterpToBehaviourType | BehaviourType | Movement behaviour of the component | |
| uint32: 1 | bForceSubStepping | If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. | |
| bool | bIsWaiting | Have we hit something and are waiting for it to move to carry on moving | |
| uint32: 1 | bPauseOnImpact | If true, will pause movement on impact. | |
| bool | bStopped | Have we stopped (because we hit something, or reached the end of the cycle | |
| bool | bSweep | If true, will sweep for blocking collision during movement. | |
| TArray< FInterpControlPoint > | ControlPoints | List of control points to visit. | |
| float | CurrentDirection | Current direction along spline timeline | |
| float | CurrentTime | Current position on spline | |
| float | Duration | How long to take to move from the first point to the last (or vice versa) | |
| int32 | MaxSimulationIterations | Max number of iterations used for each discrete simulation step. | |
| float | MaxSimulationTimeStep | Max time delta for each discrete simulation step. | |
| FOnInterpToReverseDelegate | OnInterpToReverse | Called when InterpTo impacts something and reverse is enabled. | |
| FOnInterpToStopDelegate | OnInterpToStop | Called when InterpTo has come to a stop. | |
| FOnInterpToResetDelegate | OnResetDelegate | Called when InterpTo reached the end and reset back to start . | |
| FOnInterpToWaitBeginDelegate | OnWaitBeginDelegate | Called when InterpTo has come to a stop but will resume when possible. | |
| FOnInterpToWaitEndDelegate | OnWaitEndDelegate | Called when InterpTo has resumed following a stop. | |
| float | SpeedMultiplier | Change the speed of movement. | |
| ETeleportType | TeleportType | Physics teleport type. | |
| float | TimeMultiplier | User to |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UInterpToMovementComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddControlPointPosition
(
FVector Pos, |
Add a control point that represents a position. | |
| float | CalculateNewTime
(
float TimeNow, |
Calculate the new current time | |
| bool | This will check to see if the InterpTo is still in the world. | ||
| FVector | ComputeMoveDelta
(
float Time |
Compute the distance for the given time. | |
| void | Initialise the control points array. | ||
| float | GetSimulationTimeStep
(
float RemainingTime, |
Compute remaining time step given remaining time and current iterations. | |
| bool | HandleHitWall
(
const FHitResult& Hit, |
||
| bool | |||
| void | Clear the control points array and set to stopped. | ||
| void | RestartMovement
(
float InitialDirection |
Reset to start. Sets time to zero and direction to 1. | |
| void | ReverseDirection
(
const FHitResult& Hit, |
Reverse direction we are moving | |
| bool | Determine whether or not to use substepping in the InterpTo motion update. | ||
| void | StopSimulating
(
const FHitResult& HitResult |
Clears the reference to UpdatedComponent, fires stop event, and stops ticking. | |
| void | UpdateControlPoints
(
bool InForceUpdate |
Update the control points. |
Overridden from UMovementComponent
| Type | Name | Description | |
|---|---|---|---|
| void | HandleImpact
(
const FHitResult& Hit, |
Deal with an impact. Change direction, stop etc depending on the current behaviour setting. | |
| void | Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration). |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | |
| void | BeginPlay () |
Begins Play for the component. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnInterpToResetDelegate | |||
| FOnInterpToReverseDelegate | |||
| FOnInterpToStopDelegate | |||
| FOnInterpToWaitBeginDelegate | |||
| FOnInterpToWaitEndDelegate |
Constants
| Name | Description |
|---|---|
| MIN_TICK_TIME | Minimum delta time considered when ticking. |