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Struct to hold information about the "base" object the character is standing on.
| Name | FBasedMovementInfo |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h |
| Include Path | #include "GameFramework/Character.h" |
Syntax
USTRUCT ()
struct FBasedMovementInfo
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseID | uint16 | Unique (within a reasonable timespan) ID of the base component. | GameFramework/Character.h | |
| BoneName | FName | Bone name on component, for skeletal meshes. | GameFramework/Character.h | |
| bRelativeRotation | uint8 | Whether rotation is relative to the base or absolute. | GameFramework/Character.h | |
| bServerHasBaseComponent | uint8 | Whether the server says that there is a base. On clients, the component may not have resolved yet. | GameFramework/Character.h | |
| bServerHasVelocity | uint8 | Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero. | GameFramework/Character.h | |
| Location | FVector_NetQuantize100 | Location relative to MovementBase. Only valid if HasRelativeLocation() is true. | GameFramework/Character.h | |
| MovementBase | TObjectPtr< UPrimitiveComponent > | Component we are based on | GameFramework/Character.h | |
| Rotation | FRotator | Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise. | GameFramework/Character.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasRelativeLocation() |
Is location relative? | GameFramework/Character.h | |
bool HasRelativeRotation() |
Is rotation relative or absolute? It can only be relative if location is also relative. | GameFramework/Character.h | |
bool IsBaseUnresolved() |
Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in). | GameFramework/Character.h |