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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h |
Include | #include "GameFramework/Character.h" |
Syntax
struct FBasedMovementInfo
Remarks
Struct to hold information about the "base" object the character is standing on.
Variables
Type | Name | Description | |
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uint16 | BaseID | Unique (within a reasonable timespan) ID of the base component. |
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FName | BoneName | Bone name on component, for skeletal meshes. |
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bool | bRelativeRotation | Whether rotation is relative to the base or absolute. |
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bool | bServerHasBaseComponent | Whether the server says that there is a base. On clients, the component may not have resolved yet. |
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bool | bServerHasVelocity | Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero. |
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FVector_NetQuantize100 | Location | Location relative to MovementBase. |
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TObjectPtr< UPrimitiveComponent > | MovementBase | Component we are based on |
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FRotator | Rotation | Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise. |
Functions
Type | Name | Description | |
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bool | Is location relative? | |
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bool | Is rotation relative or absolute? It can only be relative if location is also relative. | |
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bool | Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in). |