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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UMovementComponent
- UNavMovementComponent
- UPawnMovementComponent
- UCharacterMovementComponent
- UFloatingPawnMovement
- USpectatorPawnMovement
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h |
| Include | #include "GameFramework/PawnMovementComponent.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UPawnMovementComponent : public UNavMovementComponent
Remarks
PawnMovementComponent can be used to update movement for an associated Pawn. It also provides ways to accumulate and read directional input in a generic way (with AddInputVector(), ConsumeInputVector(), etc).
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< class APawn > | PawnOwner | Pawn that owns this component. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddInputVector
(
FVector WorldVector, |
Adds the given vector to the accumulated input in world space. | |
| void | ApplyAsyncPhysicsStateAction
(
const UPrimitiveComponent* ActionComponent, |
Apply the async physics state action onto the solver | |
| FVector | Returns the pending input vector and resets it to zero. | ||
| AController * | Returns this component's associated controller, typically from the owning Pawn. | ||
| FVector | Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent. | ||
| APawn * | GetPawnOwner () |
Return the Pawn that owns UpdatedComponent. | |
| FVector | Return the pending input vector in world space. | ||
| bool | Helper to see if move input is ignored. | ||
| void | Attempts to mark the PlayerCameraManager as dirty, if the controller has one. | ||
| void | NotifyBumpedPawn
(
APawn* BumpedPawn |
Notify of collision in case we want to react, such as waking up avoidance or pathing code. |
Overridden from UMovementComponent
| Type | Name | Description | |
|---|---|---|---|
| void | OnTeleported () |
Called by owning Actor upon successful teleport from AActor::TeleportTo(). | |
| void | SetUpdatedComponent
(
USceneComponent* NewUpdatedComponent |
Overridden to only allow registration with components owned by a Pawn. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | Handles reading, writing, and reference collecting using FArchive. |
Overridden from INavMovementInterface
| Type | Name | Description | |
|---|---|---|---|
| void | RequestPathMove
(
const FVector& MoveInput |
UNavMovementComponent override for input operations. |