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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- FNoncopyable
- FScopedMovementUpdate
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Engine/ScopedMovementUpdate.h |
Include | #include "Engine/ScopedMovementUpdate.h" |
Syntax
class FScopedMovementUpdate : private FNoncopyable
Remarks
FScopedMovementUpdate creates a new movement scope, within which propagation of moves may be deferred until the end of the outermost scope that does not defer updates. Moves within this scope will avoid updates such as UpdateBounds(), OnUpdateTransform(), UpdatePhysicsVolume(), UpdateChildTransforms() etc until the move is committed (which happens when the last deferred scope goes out of context).
Note that non-deferred scopes are not allowed within outer scopes that defer updates, and any attempt to use one will change the inner scope to use deferred updates.
Variables
Type | Name | Description | |
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uint8: 1 | bDeferUpdates | |
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uint8: 1 | bHasMoved | |
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TScopedBlockingHitArray | BlockingHits | |
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uint8: 1 | bRequireOverlapsEventFlag | |
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EOverlapState | CurrentOverlapState | |
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int32 | FinalOverlapCandidatesIndex | |
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FVector | InitialRelativeLocation | |
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FRotator | InitialRelativeRotation | |
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FVector | InitialRelativeScale | |
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FTransform | InitialTransform | |
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FScopedMovementUpdate * | OuterDeferredScope | |
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USceneComponent * | Owner | |
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TScopedOverlapInfoArray | PendingOverlaps | |
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ETeleportType | TeleportType |
Constructors
Type | Name | Description | |
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FScopedMovementUpdate
(
USceneComponent* Component, |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AppendBlockingHitAfterMove
(
const FHitResult& Hit |
Add blocking hit that will get processed once the move is committed. |
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void | AppendOverlapsAfterMove
(
const TOverlapArrayView& NewPendingOverlaps, |
Add overlaps to the queued overlaps array. |
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void | Force full overlap update once this scope finishes. | |
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const FScopedMovementUpdate * | Get the scope containing this scope. A scope only has an outer scope if they both defer updates. | |
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TOptional< TOverlapArrayView > | GetOverlapsAtEnd
(
UPrimitiveComponent& PrimComponent, |
Fills in the list of overlaps at the end location (in EndOverlaps). |
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const TScopedBlockingHitArray & | Returns the list of pending blocking hits, which will be used for notifications once the move is committed. | |
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const TScopedOverlapInfoArray & | Returns the pending overlaps within this scope. | |
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bool | HasMoved
(
EHasMovedTransformOption CheckTransform |
Returns whether movement has occurred at all during this scope, optionally checking if the transform is different (since changing scale does not go through a move). |
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bool | Returns true if there are pending overlaps queued in this scope. | |
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void | Clear overlap state at current location, we don't know what it is. | |
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bool | Return true if deferring updates, false if updates are applied immediately. | |
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bool | Returns true if the Component's transform differs from that at the start of the scoped update. | |
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void | KeepCurrentOverlapsAfterRotation
(
bool bSweep |
Keep current pending overlaps after a move but make note that there was movement (just a symmetric rotation). |
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bool | Returns true if we require GetGenerateOverlapEvents() on both the moving object and the overlapped object to add them to the pending overlaps list. | |
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void | RevertMove () |
Revert movement to the initial location of the Component at the start of the scoped update. |
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void | SetHasTeleported
(
ETeleportType InTeleportType |
Registers that this move is a teleport |
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bool | SetWorldLocationAndRotation
(
FVector NewLocation, |
Enums
Type | Name | Description | |
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EHasMovedTransformOption | ||
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EOverlapState |
Typedefs
Name | Description |
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TScopedBlockingHitArray | |
TScopedOverlapInfoArray |