Navigation
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
USTRUCT ()
struct FBasedMovementInfo
Remarks
Struct to hold information about the "base" object the character is standing on.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint16 | BaseID | Unique (within a reasonable timespan) ID of the base component. | |
| FName | BoneName | Bone name on component, for skeletal meshes. | |
| uint8: 1 = false | bRelativeRotation | Whether rotation is relative to the base or absolute. | |
| uint8: 1 = false | bServerHasBaseComponent | Whether the server says that there is a base. On clients, the component may not have resolved yet. | |
| uint8: 1 = false | bServerHasVelocity | Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero. | |
| FVector_NetQuantize100 | Location | Location relative to MovementBase. | |
| TObjectPtr< UPrimitiveComponent > | MovementBase | Component we are based on | |
| FRotator | Rotation | Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Is location relative? | ||
| bool | Is rotation relative or absolute? It can only be relative if location is also relative. | ||
| bool | Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in). |