Navigation
Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- FSavedMove_Character_FixLayout
- FSavedMove_Character
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
Include | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
class FSavedMove_Character : public FSavedMove_Character_FixLayout
Remarks
FSavedMove_Character represents a saved move on the client that has been sent to the server and might need to be played back.
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
float | AccelDotThreshold | Threshold for deciding this is an "important" move based on DP with last acked acceleration. |
![]() |
float | AccelDotThresholdCombine | Threshold for deciding if we can combine two moves, true if cosine of angle between them is <= this. |
![]() |
FVector | Acceleration | |
![]() |
float | AccelMag | |
![]() |
float | AccelMagThreshold | Threshold for deciding is this is an important move because acceleration magnitude has changed too much |
![]() |
FVector | AccelNormal | Cached to speed up iteration over IsImportantMove(). |
![]() |
uint8: 1 | bForceMaxAccel | |
![]() |
uint8: 1 | bForceNoCombine | If true, can't combine this move with another move. |
![]() |
uint8: 1 | bOldTimeStampBeforeReset | If true this move is using an old TimeStamp, before a reset occurred. |
![]() |
uint8: 1 | bPressedJump | |
![]() |
uint8: 1 | bWantsToCrouch | |
![]() |
uint8: 1 | bWasJumping | |
![]() |
ACharacter * | CharacterOwner | |
![]() |
float | CustomTimeDilation | |
![]() |
float | DeltaTime | |
![]() |
uint32 | EndActorOverlapCounter | |
![]() |
TWeakObjectPtr< USceneComponent > | EndAttachParent | |
![]() |
FVector | EndAttachRelativeLocation | |
![]() |
FRotator | EndAttachRelativeRotation | |
![]() |
FName | EndAttachSocketName | |
![]() |
TWeakObjectPtr< UPrimitiveComponent > | EndBase | |
![]() |
FName | EndBoneName | |
![]() |
uint32 | EndComponentOverlapCounter | |
![]() |
uint8 | EndPackedMovementMode | |
![]() |
int32 | JumpCurrentCount | |
![]() |
float | JumpForceTimeRemaining | |
![]() |
float | JumpKeyHoldTime | |
![]() |
int32 | JumpMaxCount | |
![]() |
float | MaxSpeed | |
![]() |
float | MaxSpeedThresholdCombine | Client saved moves will not combine if the result of GetMaxSpeed() differs by this much between moves. |
![]() |
TWeakObjectPtr< class UAnimMontage > | RootMotionMontage | |
![]() |
FRootMotionMovementParams | RootMotionMovement | |
![]() |
float | RootMotionPlayRateWithScale | |
![]() |
float | RootMotionPreviousTrackPosition | |
![]() |
float | RootMotionTrackPosition | |
![]() |
FRotator | SavedControlRotation | |
![]() |
FVector | SavedLocation | Information after the move has been performed. |
![]() |
FVector | SavedRelativeAcceleration | |
![]() |
FVector | SavedRelativeLocation | |
![]() |
FRootMotionSourceGroup | SavedRootMotion | |
![]() |
FRotator | SavedRotation | |
![]() |
FVector | SavedVelocity | |
![]() |
uint32 | StartActorOverlapCounter | |
![]() |
TWeakObjectPtr< USceneComponent > | StartAttachParent | |
![]() |
FVector | StartAttachRelativeLocation | |
![]() |
FRotator | StartAttachRelativeRotation | |
![]() |
FName | StartAttachSocketName | |
![]() |
TWeakObjectPtr< UPrimitiveComponent > | StartBase | |
![]() |
FQuat | StartBaseRotation | |
![]() |
FName | StartBoneName | |
![]() |
float | StartCapsuleHalfHeight | |
![]() |
float | StartCapsuleRadius | |
![]() |
uint32 | StartComponentOverlapCounter | |
![]() |
FRotator | StartControlRotation | |
![]() |
FFindFloorResult | StartFloor | |
![]() |
FVector | StartLocation | |
![]() |
uint8 | StartPackedMovementMode | Information at the start of the move. |
![]() |
FVector | StartRelativeLocation | |
![]() |
FRotator | StartRotation | |
![]() |
FVector | StartVelocity | |
![]() |
float | TimeStamp |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
|||
![]() |
FSavedMove_Character
(
const FSavedMove_Character& |
UE_DEPRECATED_FORGAME(4.20) | |
![]() |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
void | AddStructReferencedObjects
(
FReferenceCollector& Collector |
Allows references to be considered during GC |
![]() ![]() ![]() |
bool | CanCombineWith
(
const FSavedMovePtr& NewMove, |
Returns true if this move can be combined with NewMove for replication without changing any behavior |
![]() ![]() |
void | Clear () |
Clear saved move properties, so it can be re-used. |
![]() ![]() |
void | CombineWith
(
const FSavedMove_Character* OldMove, |
Combine this move with an older move and update relevant state. |
![]() ![]() ![]() |
uint8 | Returns a byte containing encoded special movement information (jumping, crouching, etc.) | |
![]() ![]() ![]() |
void | GetPackedAngles
(
uint32& YawAndPitchPack, |
Packs control rotation for network transport |
![]() ![]() ![]() |
FVector | 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). | |
![]() ![]() ![]() |
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 |
![]() ![]() ![]() |
bool | IsMatchingStartControlRotation
(
const APlayerController* PC |
Compare current control rotation with stored starting data |
![]() ![]() |
void | PostUpdate
(
ACharacter* C, |
Set the properties describing the final position, etc. of the moved pawn. |
![]() ![]() |
void | PrepMoveFor
(
ACharacter* C |
Called before ClientUpdatePosition uses this SavedMove to make a predictive correction |
![]() ![]() |
void | SetInitialPosition
(
ACharacter* C |
Set the properties describing the position, etc. of the moved pawn at the start of the move. |
![]() ![]() |
void | SetMoveFor
(
ACharacter* C, |
Called to set up this saved move (when initially created) to make a predictive correction. |
![]() |
|
Operators
Type | Name | Description | |
---|---|---|---|
![]() |
FSavedMove_Character & | operator=
(
const FSavedMove_Character& |
|
![]() |
FSavedMove_Character & |
Enums
Type | Name | Description | |
---|---|---|---|
![]() |
CompressedFlags | Bit masks used by GetCompressedFlags() to encode movement information. | |
![]() |
EPostUpdateMode |