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Data and implementation that lives on movement component's character owner.
| Name | FCharacterAsyncInput |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h |
| Include Path | #include "CharacterMovementComponentAsync.h" |
Syntax
struct FCharacterAsyncInput
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FCharacterAsyncInput() |
CharacterMovementComponentAsync.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsLocallyControlled | bool | CharacterMovementComponentAsync.h | ||
| bIsPlayingNetworkedRootMontage | bool | CharacterMovementComponentAsync.h | ||
| bUseControllerRotationPitch | bool | CharacterMovementComponentAsync.h | ||
| bUseControllerRotationRoll | bool | CharacterMovementComponentAsync.h | ||
| bUseControllerRotationYaw | bool | CharacterMovementComponentAsync.h | ||
| ControllerDesiredRotation | FRotator | CharacterMovementComponentAsync.h | ||
| JumpMaxCount | int32 | CharacterMovementComponentAsync.h | ||
| JumpMaxHoldTime | float | Character owner input. | CharacterMovementComponentAsync.h | |
| LocalRole | ENetRole | CharacterMovementComponentAsync.h | ||
| RemoteRole | ENetRole | CharacterMovementComponentAsync.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanJump
(
const FCharacterMovementComponentAsyncInput& Input, |
CharacterMovementComponentAsync.h | ||
virtual void CheckJumpInput
(
float DeltaSeconds, |
CharacterMovementComponentAsync.h | ||
virtual void ClearJumpInput
(
float DeltaSeconds, |
CharacterMovementComponentAsync.h | ||
virtual void FaceRotation
(
FRotator NewControlRotation, |
CharacterMovementComponentAsync.h | ||
virtual void OnMovementModeChanged
(
EMovementMode PrevMovementMode, |
CharacterMovementComponentAsync.h | ||
virtual void ResetJumpState
(
const FCharacterMovementComponentAsyncInput& Input, |
CharacterMovementComponentAsync.h |