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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMovementComponent
- UNavMovementComponent
- UPawnMovementComponent
- UChaosVehicleMovementComponent
- UChaosWheeledVehicleMovementComponent
- UCharacterMovementComponent
- UArchVisCharMovementComponent
- UFloatingPawnMovement
- USpectatorPawnMovement
- UVirtualCameraMovementComponent
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/NavMovementComponent.h |
Include | #include "GameFramework/NavMovementComponent.h" |
Syntax
class UNavMovementComponent : public UMovementComponent
Remarks
NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.
Variables
Type | Name | Description | |
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uint8: 1 | bStopMovementAbortPaths | If set, StopActiveMovement call will abort current path following request |
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uint8: 1 | bUpdateNavAgentWithOwnersCollision | If set to true NavAgentProps' radius and height will be updated with Owner's collision capsule size |
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uint8: 1 | bUseAccelerationForPaths | If set, pathfollowing will control character movement via acceleration values. |
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uint8: 1 | bUseFixedBrakingDistanceForPaths | If set, FixedPathBrakingDistance will be used for path following deceleration |
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float | FixedPathBrakingDistance | Braking distance override used with acceleration driven path following (bUseAccelerationForPaths) |
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FMovementProperties | MovementState | Expresses runtime state of character's movement. |
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FNavAgentProperties | NavAgentProps | Properties that define how the component can move. |
Constructors
Type | Name | Description | |
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UNavMovementComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | Returns true if component can crouch | |
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bool | CanEverFly () |
Returns true if component can fly |
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bool | CanEverJump () |
Returns true if component can jump |
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bool | Returns true if component can move along the ground (walk, drive, etc) | |
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bool | CanEverSwim () |
Returns true if component can swim |
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bool | Returns true if path following can start | |
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bool | Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop) | |
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void | Clears fixed braking distance | |
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FVector | Returns location of controlled actor's "feet" meaning center of bottom of collision bounding box | |
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FBasedPosition | Returns based location of controlled actor | |
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FVector | Returns location of controlled actor - meaning center of collision bounding box | |
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FVector | Returns navigation location of controlled actor | |
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FTransform | Returns the full world-coordinates transform of the associated scene component (the UpdatedComponent) | |
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FNavAgentProperties & | Returns the NavAgentProps | |
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const FNavAgentProperties & | Returns the NavAgentProps(const) | |
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const IPathFollowingAgentInterface * | ||
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IPathFollowingAgentInterface * | ||
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float | GetPathFollowingBrakingDistance
(
float MaxSpeed |
Returns braking distance for acceleration driven path following |
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bool | IsCrouching () |
Returns true if currently crouching |
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bool | IsFalling () |
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground) |
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bool | IsFlying () |
Returns true if currently flying (moving through a non-fluid volume without resting on the ground) |
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bool | Returns true if component is allowed to jump | |
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bool | Returns true if currently moving on the ground (e.g. walking or driving) | |
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bool | IsSwimming () |
Returns true if currently swimming (moving through a fluid volume) |
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void | RequestDirectMove
(
const FVector& MoveVelocity, |
Path following: request new velocity |
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void | RequestPathMove
(
const FVector& MoveInput |
Path following: request new move input (normal vector = full strength) |
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void | Resets runtime movement state to character's movement capabilities | |
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void | SetFixedBrakingDistance
(
float DistanceToEndOfPath |
Set fixed braking distance |
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void | SetJumpAllowed
(
bool bAllowed |
Sets whether this component is allowed to jump |
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void | SetPathFollowingAgent
(
IPathFollowingAgentInterface* InPathFollowingAgent |
|
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void | SetUpdateNavAgentWithOwnersCollisions
(
bool bUpdateWithOwner |
|
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bool | ||
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void | Stops applying further movement (usually zeros acceleration). | |
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void | Stops movement immediately (reset velocity) but keeps following current path | |
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void | UpdateNavAgent
(
const AActor& InOwner |
|
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void | UpdateNavAgent
(
const UCapsuleComponent& CapsuleComponent |
|
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bool |
Overridden from UMovementComponent
Type | Name | Description | |
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void | Overridden to also call StopActiveMovement(). |