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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h |
| Include | #include "CharacterMovementComponentAsync.h" |
Syntax
struct FCachedMovementBaseAsyncData
Remarks
Don't read into this part too much it needs to be changed.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FVector | BaseLocation | ||
| FQuat | BaseQuat | ||
| bool | bIsBaseTransformValid | ||
| bool | bMovementBaseIsDynamicCached | ||
| bool | bMovementBaseIsSimulatedCached | ||
| bool | bMovementBaseIsValidCached | ||
| bool | bMovementBaseOwnerIsValidCached | ||
| bool | bMovementBaseUsesRelativeLocationCached | Invalid if movement base changes. | |
| UPrimitiveComponent * | CachedMovementBase | Data derived from movement base | |
| FVector | OldBaseLocation | ||
| FQuat | OldBaseQuat |
Functions
| Type | Name | Description | |
|---|---|---|---|
| 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. |