Navigation
API > API/Runtime > API/Runtime/Engine
FSavedMove_Character represents a saved move on the client that has been sent to the server and might need to be played back.
| Name | FSavedMove_Character |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
class FSavedMove_Character : public FSavedMove_Character_FixLayout
Inheritance Hierarchy
- FSavedMove_Character_FixLayout → FSavedMove_Character
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameFramework/CharacterMovementComponent.h | |||
FSavedMove_Character
(
const FSavedMove_Character& |
UE_DEPRECATED_FORGAME(4.20) | GameFramework/CharacterMovementComponent.h | |
| GameFramework/CharacterMovementComponent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FSavedMove_Character() |
GameFramework/CharacterMovementComponent.h |
Enums
Public
| Name | Remarks |
|---|---|
| CompressedFlags | Bit masks used by GetCompressedFlags() to encode movement information. |
| EPostUpdateMode |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AccelDotThreshold | float | Threshold for deciding this is an "important" move based on DP with last acked acceleration. | GameFramework/CharacterMovementComponent.h | |
| AccelDotThresholdCombine | float | Threshold for deciding if we can combine two moves, true if cosine of angle between them is <= this. | GameFramework/CharacterMovementComponent.h | |
| Acceleration | FVector | GameFramework/CharacterMovementComponent.h | ||
| AccelMag | float | GameFramework/CharacterMovementComponent.h | ||
| AccelMagThreshold | float | Threshold for deciding is this is an important move because acceleration magnitude has changed too much | GameFramework/CharacterMovementComponent.h | |
| AccelNormal | FVector | Cached to speed up iteration over IsImportantMove(). | GameFramework/CharacterMovementComponent.h | |
| bForceMaxAccel | uint8 | GameFramework/CharacterMovementComponent.h | ||
| bForceNoCombine | uint8 | If true, can't combine this move with another move. | GameFramework/CharacterMovementComponent.h | |
| bOldTimeStampBeforeReset | uint8 | If true this move is using an old TimeStamp, before a reset occurred. | GameFramework/CharacterMovementComponent.h | |
| bPressedJump | uint8 | GameFramework/CharacterMovementComponent.h | ||
| bWantsToCrouch | uint8 | GameFramework/CharacterMovementComponent.h | ||
| bWasJumping | uint8 | GameFramework/CharacterMovementComponent.h | ||
| CharacterOwner | ACharacter * | GameFramework/CharacterMovementComponent.h | ||
| CustomTimeDilation | float | GameFramework/CharacterMovementComponent.h | ||
| DeltaTime | float | GameFramework/CharacterMovementComponent.h | ||
| EndActorOverlapCounter | uint32 | GameFramework/CharacterMovementComponent.h | ||
| EndAttachParent | TWeakObjectPtr< USceneComponent > | GameFramework/CharacterMovementComponent.h | ||
| EndAttachRelativeLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| EndAttachRelativeRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| EndAttachSocketName | FName | GameFramework/CharacterMovementComponent.h | ||
| EndBase | TWeakObjectPtr< UPrimitiveComponent > | GameFramework/CharacterMovementComponent.h | ||
| EndBoneName | FName | GameFramework/CharacterMovementComponent.h | ||
| EndComponentOverlapCounter | uint32 | GameFramework/CharacterMovementComponent.h | ||
| EndPackedMovementMode | uint8 | GameFramework/CharacterMovementComponent.h | ||
| JumpCurrentCount | int32 | GameFramework/CharacterMovementComponent.h | ||
| JumpForceTimeRemaining | float | GameFramework/CharacterMovementComponent.h | ||
| JumpKeyHoldTime | float | GameFramework/CharacterMovementComponent.h | ||
| JumpMaxCount | int32 | GameFramework/CharacterMovementComponent.h | ||
| MaxSpeed | float | GameFramework/CharacterMovementComponent.h | ||
| MaxSpeedThresholdCombine | float | Client saved moves will not combine if the result of GetMaxSpeed() differs by this much between moves. | GameFramework/CharacterMovementComponent.h | |
| MovementMode | uint8 | GameFramework/CharacterMovementComponent.h | ||
| RootMotionMontage | TWeakObjectPtr< class UAnimMontage > | GameFramework/CharacterMovementComponent.h | ||
| RootMotionMovement | FRootMotionMovementParams | GameFramework/CharacterMovementComponent.h | ||
| RootMotionPlayRateWithScale | float | GameFramework/CharacterMovementComponent.h | ||
| RootMotionPreviousTrackPosition | float | GameFramework/CharacterMovementComponent.h | ||
| RootMotionTrackPosition | float | GameFramework/CharacterMovementComponent.h | ||
| SavedControlRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| SavedLocation | FVector | Information after the move has been performed. | GameFramework/CharacterMovementComponent.h | |
| SavedRelativeAcceleration | FVector | GameFramework/CharacterMovementComponent.h | ||
| SavedRelativeLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| SavedRootMotion | FRootMotionSourceGroup | GameFramework/CharacterMovementComponent.h | ||
| SavedRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| SavedVelocity | FVector | GameFramework/CharacterMovementComponent.h | ||
| StartActorOverlapCounter | uint32 | GameFramework/CharacterMovementComponent.h | ||
| StartAttachParent | TWeakObjectPtr< USceneComponent > | GameFramework/CharacterMovementComponent.h | ||
| StartAttachRelativeLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| StartAttachRelativeRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| StartAttachSocketName | FName | GameFramework/CharacterMovementComponent.h | ||
| StartBase | TWeakObjectPtr< UPrimitiveComponent > | GameFramework/CharacterMovementComponent.h | ||
| StartBaseRotation | FQuat | GameFramework/CharacterMovementComponent.h | ||
| StartBoneName | FName | GameFramework/CharacterMovementComponent.h | ||
| StartCapsuleHalfHeight | float | GameFramework/CharacterMovementComponent.h | ||
| StartCapsuleRadius | float | GameFramework/CharacterMovementComponent.h | ||
| StartComponentOverlapCounter | uint32 | GameFramework/CharacterMovementComponent.h | ||
| StartControlRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| StartFloor | FFindFloorResult | GameFramework/CharacterMovementComponent.h | ||
| StartLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| StartPackedMovementMode | uint8 | Information at the start of the move. | GameFramework/CharacterMovementComponent.h | |
| StartRelativeLocation | FVector | GameFramework/CharacterMovementComponent.h | ||
| StartRotation | FRotator | GameFramework/CharacterMovementComponent.h | ||
| StartVelocity | FVector | GameFramework/CharacterMovementComponent.h | ||
| TimeStamp | float | GameFramework/CharacterMovementComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddStructReferencedObjects
(
FReferenceCollector& Collector |
Allows references to be considered during GC | GameFramework/CharacterMovementComponent.h | |
virtual bool CanCombineWith
(
const FSavedMovePtr& NewMove, |
Returns true if this move can be combined with NewMove for replication without changing any behavior | GameFramework/CharacterMovementComponent.h | |
virtual void Clear() |
Clear saved move properties, so it can be re-used. | GameFramework/CharacterMovementComponent.h | |
virtual void CombineWith
(
const FSavedMove_Character* OldMove, |
Combine this move with an older move and update relevant state. | GameFramework/CharacterMovementComponent.h | |
virtual uint8 GetCompressedFlags() |
Returns a byte containing encoded special movement information (jumping, crouching, etc.) | GameFramework/CharacterMovementComponent.h | |
virtual void GetPackedAngles
(
uint32& YawAndPitchPack, |
Packs control rotation for network transport | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetRevertedLocation() |
Returns starting position if we were to revert the move, either absolute StartLocation, or StartRelativeLocation offset from MovementBase's current location (since we want to try to move forward at this time). | GameFramework/CharacterMovementComponent.h | |
virtual bool IsImportantMove
(
const FSavedMovePtr& LastAckedMove |
Returns true if this move is an "important" move that should be sent again if not acked by the server | GameFramework/CharacterMovementComponent.h | |
virtual bool IsMatchingStartControlRotation
(
const APlayerController* PC |
Compare current control rotation with stored starting data | GameFramework/CharacterMovementComponent.h | |
virtual void PostUpdate
(
ACharacter* C, |
Set the properties describing the final position, etc. of the moved pawn. | GameFramework/CharacterMovementComponent.h | |
virtual void PrepMoveFor
(
ACharacter* C |
Called before ClientUpdatePosition uses this SavedMove to make a predictive correction | GameFramework/CharacterMovementComponent.h | |
virtual void SetInitialPosition
(
ACharacter* C |
Set the properties describing the position, etc. of the moved pawn at the start of the move. | GameFramework/CharacterMovementComponent.h | |
virtual void SetMoveFor
(
ACharacter* C, |
Called to set up this saved move (when initially created) to make a predictive correction. | GameFramework/CharacterMovementComponent.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSavedMove_Character & operator=
(
const FSavedMove_Character& |
GameFramework/CharacterMovementComponent.h | ||
| GameFramework/CharacterMovementComponent.h |