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Represents a single "move" of a component generated by a scoped movement update. Keeps track of movement data for scene components who have requested to processed as part of a Deferred Movement Group. This is populated by using ScopedMovementUpdates of type EScopedUpdate::DeferredGroupUpdates.
This is a snapshot of the state of a FScopedMovementUpdate and keep track of to use for later. Populated in UWorld::PushComponentGroupMove after a DeferredGroupMove finishes on a scene component.
The world will process these deferred moves all at once to improve game thread performance, including propagating changes to the physics simulation state.
| Name | FDeferredComponentMoveData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/World.h |
| Include Path | #include "Engine/World.h" |
Syntax
struct FDeferredComponentMoveData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDeferredComponentMoveData() |
Engine/World.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasMoved | bool | Engine/World.h | ||
| bHasTransformMovedForGroupUpdate | bool | Engine/World.h | ||
| BlockingHits | FScopedMovementUpdate::TScopedBlockingHitArray | Engine/World.h | ||
| ComponentToMove | TWeakObjectPtr< USceneComponent > | The component which this move data should be applied to. | Engine/World.h | |
| FinalOverlapCandidatesIndex | int32 | If not INDEX_NONE, overlaps at this index and beyond in PendingOverlaps are at the final destination. | Engine/World.h | |
| InitialTransform | FTransform | Engine/World.h | ||
| OverlapState | FScopedMovementUpdate::EOverlapState | Engine/World.h | ||
| PendingOverlaps | FScopedMovementUpdate::TScopedOverlapInfoArray | Engine/World.h | ||
| TeleportType | ETeleportType | Engine/World.h |