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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 FUpdatedComponentAsyncInput
Remarks
Represents the UpdatedComponent's state and implementation.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bForceGatherOverlaps | ||
| bool | bGatherOverlaps | ||
| bool | bIsQueryCollisionEnabled | ||
| bool | bIsSimulatingPhysics | ||
| FCollisionShape | CollisionShape | ||
| FCollisionResponseParams | MoveComponentCollisionResponseParams | ||
| FComponentQueryParams | MoveComponentQueryParams | PrimComponent->InitSweepCollisionParams + modified IgnoreTouches and trace tag. | |
| FPhysicsActorHandle | PhysicsHandle | ||
| FVector | Scale | ||
| UPrimitiveComponent * | UpdatedComponent |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AreSymmetricRotations
(
const FQuat& A, |
||
| FVector | |||
| FVector | GetPosition () |
||
| FVector | |||
| FQuat | GetRotation () |
||
| FVector | GetUpVector () |
||
| bool | MoveComponent
(
const FVector& Delta, |
Base Implementation from PrimitiveComponent, this will be wrong if UpdatedComponent is SceneComponent. | |
| void | PullBackHit
(
FHitResult& Hit, |
TODO Dedupe with PrimitiveComponent where possible. | |
| void | SetPosition
(
const FVector& Position |
Async API, physics thread only. | |
| void | SetRotation
(
const FQuat& Rotation |
||
| bool | ShouldCheckOverlapFlagToQueueOverlaps
(
const UPrimitiveComponent& ThisComponent |
||
| bool | ShouldIgnoreHitResult
(
const UWorld* InWorld, |
||
| bool | ShouldIgnoreOverlapResult
(
const UWorld* World, |