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Represents the UpdatedComponent's state and implementation.
| Name | FUpdatedComponentAsyncInput |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/CharacterMovementComponentAsync.h |
| Include Path | #include "CharacterMovementComponentAsync.h" |
Syntax
struct FUpdatedComponentAsyncInput
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FUpdatedComponentAsyncInput() |
CharacterMovementComponentAsync.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceGatherOverlaps | bool | CharacterMovementComponentAsync.h | ||
| bGatherOverlaps | bool | CharacterMovementComponentAsync.h | ||
| bIsQueryCollisionEnabled | bool | CharacterMovementComponentAsync.h | ||
| bIsSimulatingPhysics | bool | CharacterMovementComponentAsync.h | ||
| CollisionShape | FCollisionShape | CharacterMovementComponentAsync.h | ||
| MoveComponentCollisionResponseParams | FCollisionResponseParams | CharacterMovementComponentAsync.h | ||
| MoveComponentQueryParams | FComponentQueryParams | PrimComponent->InitSweepCollisionParams + modified IgnoreTouches and trace tag. | CharacterMovementComponentAsync.h | |
| PhysicsHandle | FPhysicsActorHandle | CharacterMovementComponentAsync.h | ||
| Scale | FVector | CharacterMovementComponentAsync.h | ||
| UpdatedComponent | UPrimitiveComponent * | CharacterMovementComponentAsync.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AreSymmetricRotations
(
const FQuat& A, |
CharacterMovementComponentAsync.h | ||
FVector GetForwardVector() |
CharacterMovementComponentAsync.h | ||
FVector GetPosition() |
CharacterMovementComponentAsync.h | ||
FVector GetRightVector() |
CharacterMovementComponentAsync.h | ||
FQuat GetRotation() |
CharacterMovementComponentAsync.h | ||
FVector GetUpVector() |
CharacterMovementComponentAsync.h | ||
virtual bool MoveComponent
(
const FVector& Delta, |
Base Implementation from PrimitiveComponent, this will be wrong if UpdatedComponent is SceneComponent. | CharacterMovementComponentAsync.h | |
void SetPosition
(
const FVector& Position |
Async API, physics thread only. | CharacterMovementComponentAsync.h | |
void SetRotation
(
const FQuat& Rotation |
CharacterMovementComponentAsync.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void PullBackHit
(
FHitResult& Hit, |
TODO Dedupe with PrimitiveComponent where possible. | CharacterMovementComponentAsync.h | |
static bool ShouldCheckOverlapFlagToQueueOverlaps
(
const UPrimitiveComponent& ThisComponent |
CharacterMovementComponentAsync.h | ||
static bool ShouldIgnoreHitResult
(
const UWorld* InWorld, |
CharacterMovementComponentAsync.h | ||
static bool ShouldIgnoreOverlapResult
(
const UWorld* World, |
CharacterMovementComponentAsync.h |