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Don't read into this part too much it needs to be changed.
| Name | FCachedMovementBaseAsyncData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h |
| Include Path | #include "CharacterMovementComponentAsync.h" |
Syntax
struct FCachedMovementBaseAsyncData
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseLocation | FVector | CharacterMovementComponentAsync.h | ||
| BaseQuat | FQuat | CharacterMovementComponentAsync.h | ||
| bIsBaseTransformValid | bool | CharacterMovementComponentAsync.h | ||
| bMovementBaseIsDynamicCached | bool | CharacterMovementComponentAsync.h | ||
| bMovementBaseIsSimulatedCached | bool | CharacterMovementComponentAsync.h | ||
| bMovementBaseIsValidCached | bool | CharacterMovementComponentAsync.h | ||
| bMovementBaseOwnerIsValidCached | bool | CharacterMovementComponentAsync.h | ||
| bMovementBaseUsesRelativeLocationCached | bool | Invalid if movement base changes. | CharacterMovementComponentAsync.h | |
| CachedMovementBase | UPrimitiveComponent * | Data derived from movement base | CharacterMovementComponentAsync.h | |
| OldBaseLocation | FVector | CharacterMovementComponentAsync.h | ||
| OldBaseQuat | FQuat | CharacterMovementComponentAsync.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Validate
(
const FCharacterMovementComponentAsyncOutput& Output |
Calling this before reading movement base data, as if it changed during tick, we are using stale data, can't read from game thread. | CharacterMovementComponentAsync.h |