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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework > UCharacterMovementComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
Include | #include "GameFramework/CharacterMovementComponent.h" |
Source | /Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp |
virtual bool ComputePerchResult
&40;
const float TestRadius,
const FHitResult & InHit,
const float InMaxFloorDist,
FFindFloorResult & OutPerchFloorResult
&41; const
Remarks
Compute the sweep result of the smaller capsule with radius specified by GetValidPerchRadius(), and return true if the sweep contacts a valid walkable normal within InMaxFloorDist of InHit.ImpactPoint. This may be used to determine if the capsule can or cannot stay at the current location if perched on the edge of a small ledge or unwalkable surface. Note: Only returns a valid result if ShouldComputePerchResult returned true for the supplied hit value. True if the current location is a valid spot at which to perch.
Parameters
Name | Description |
---|---|
TestRadius | Radius to use for the sweep, usually GetValidPerchRadius(). |
InHit | Result of the last sweep test before the query. |
InMaxFloorDist | Max distance to floor allowed by perching, from the supplied contact point (InHit.ImpactPoint). |
OutPerchFloorResult | Contains the result of the perch floor test. |