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CharacterMovementComponent handles movement logic for the associated Character owner. It supports various movement modes including: walking, falling, swimming, flying, custom.
Movement is affected primarily by current Velocity and Acceleration. Acceleration is updated each frame based on the input vector accumulated thus far (see UPawnMovementComponent::GetPendingInputVector()).
Networking is fully implemented, with server-client correction and prediction included.
| Name | UCharacterMovementComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h |
| Include Path | #include "GameFramework/CharacterMovementComponent.h" |
Syntax
UCLASS (MinimalAPI)
class UCharacterMovementComponent :
public UPawnMovementComponent ,
public IRVOAvoidanceInterface ,
public INetworkPredictionInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMovementComponent → UNavMovementComponent → UPawnMovementComponent → UCharacterMovementComponent
Implements Interfaces
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- INavMovementInterface
- INetworkPredictionInterface
- IRVOAvoidanceInterface
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCharacterMovementComponent
(
const FObjectInitializer& ObjectInitializer |
Default UObject constructor. | GameFramework/CharacterMovementComponent.h |
Enums
Public
| Name | Remarks |
|---|---|
| ERootMotionMapping | Collection of the most recent ID mappings |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| BRAKE_TO_STOP_VELOCITY | const float | Stop completely when braking and velocity magnitude is lower than this. | GameFramework/CharacterMovementComponent.h |
| DefaultGravityDirection | const FVector | The default direction that gravity points for movement simulation. | GameFramework/CharacterMovementComponent.h |
| MAX_FLOOR_DIST | const float | Maximum acceptable distance for Character capsule to float above floor when walking. | GameFramework/CharacterMovementComponent.h |
| MIN_FLOOR_DIST | const float | Minimum acceptable distance for Character capsule to float above floor when walking. | GameFramework/CharacterMovementComponent.h |
| MIN_TICK_TIME | const float | Minimum delta time considered when ticking. | GameFramework/CharacterMovementComponent.h |
| SWEEP_EDGE_REJECT_DISTANCE | const float | Reject sweep impacts that are this close to the edge of the vertical portion of the capsule when performing vertical sweeps, and try again with a smaller capsule. | GameFramework/CharacterMovementComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AirControl | float | When falling, amount of lateral movement control available to the character. | GameFramework/CharacterMovementComponent.h |
|
| AirControlBoostMultiplier | float | When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold. | GameFramework/CharacterMovementComponent.h |
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| AirControlBoostVelocityThreshold | float | When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier. | GameFramework/CharacterMovementComponent.h |
|
| AnimRootMotionVelocity | FVector | Velocity extracted from RootMotionParams when there is anim root motion active. | GameFramework/CharacterMovementComponent.h |
|
| AsyncRootMotion | FRootMotionAsyncData | GameFramework/CharacterMovementComponent.h | ||
| AvoidanceConsiderationRadius | float | GameFramework/CharacterMovementComponent.h |
|
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| AvoidanceGroup | FNavAvoidanceMask | Moving actor's group mask | GameFramework/CharacterMovementComponent.h |
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| AvoidanceUID | int32 | No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL. | GameFramework/CharacterMovementComponent.h |
|
| AvoidanceWeight | float | De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior. | GameFramework/CharacterMovementComponent.h |
|
| bAllowPhysicsRotationDuringAnimRootMotion | uint8 | GameFramework/CharacterMovementComponent.h |
|
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| bAlwaysCheckFloor | uint8 | Whether we always force floor checks for stationary Characters while walking. | GameFramework/CharacterMovementComponent.h |
|
| bApplyGravityWhileJumping | uint8 | Apply gravity while the character is actively jumping (e.g. holding the jump key). | GameFramework/CharacterMovementComponent.h |
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| bBasedMovementIgnorePhysicsBase | bool | Property to set if UpdateBasedMovement should ignore collision with actors part of the current MovementBase, if the base is simulated by physics | GameFramework/CharacterMovementComponent.h |
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| bBaseOnAttachmentRoot | bool | Property to set if characters should stay based on objects attachment root instead of the traced object | GameFramework/CharacterMovementComponent.h |
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| bBaseRelativePosition | FVectorUPrimitiveComponentFName bool bool | GameFramework/CharacterMovementComponent.h | ||
| bBaseRelativePosition | float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool bool | GameFramework/CharacterMovementComponent.h | ||
| bBaseRelativePosition | FVectorFVectorUPrimitiveComponentFName bool bool | GameFramework/CharacterMovementComponent.h | ||
| bBaseRelativePosition | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool bool | GameFramework/CharacterMovementComponent.h | ||
| bCanTrustClientOnLanding | bool | Whether we're stepping off a moving platform (and should trust the client somewhat when landing). | GameFramework/CharacterMovementComponent.h | |
| bCanWalkOffLedges | uint8 | If true, Character can walk off a ledge. | GameFramework/CharacterMovementComponent.h |
|
| bCanWalkOffLedgesWhenCrouching | uint8 | If true, Character can walk off a ledge when crouching. | GameFramework/CharacterMovementComponent.h |
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| bCheatFlying | uint8 | Instantly stop when in flying mode and no acceleration is being applied. | GameFramework/CharacterMovementComponent.h | |
| bCrouchMaintainsBaseLocation | uint8 | If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. | GameFramework/CharacterMovementComponent.h |
|
| bDeferUpdateMoveComponent | uint8 | True to update CharacterOwner and UpdatedComponent after movement ends | GameFramework/CharacterMovementComponent.h | |
| bDontFallBelowJumpZVelocityDuringJump | uint8 | True means while the jump key is held, we will not allow the vertical speed to fall below the JumpZVelocity tuning value even if a stronger force, such as gravity, is opposing the jump. | GameFramework/CharacterMovementComponent.h |
|
| bEnablePhysicsInteraction | uint8 | If enabled, the player will interact with physics objects when walking into them. | GameFramework/CharacterMovementComponent.h |
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| bEnableScopedMovementUpdates | uint8 | If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end. | GameFramework/CharacterMovementComponent.h |
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| bEnableServerDualMoveScopedMovementUpdates | uint8 | Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet. | GameFramework/CharacterMovementComponent.h |
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| bFastAttachedMove | uint8 | Set this to true if riding on a moving base that you know is clear from non-moving world obstructions. | GameFramework/CharacterMovementComponent.h | |
| bForceMaxAccel | uint8 | Ignores size of acceleration component, and forces max acceleration to drive character at full velocity. | GameFramework/CharacterMovementComponent.h | |
| bForceNextFloorCheck | uint8 | Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved. | GameFramework/CharacterMovementComponent.h |
|
| bHasAnimRootMotion | FRootMotionSourceGroup bool | GameFramework/CharacterMovementComponent.h | ||
| bHasBase | FVectorFVectorUPrimitiveComponentFName bool | GameFramework/CharacterMovementComponent.h | ||
| bHasBase | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool | GameFramework/CharacterMovementComponent.h | ||
| bHasBase | FVectorUPrimitiveComponentFName bool | GameFramework/CharacterMovementComponent.h | ||
| bHasBase | float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool | GameFramework/CharacterMovementComponent.h | ||
| bIgnoreBaseRotation | uint8 | Whether the character ignores changes in rotation of the base it is standing on. | GameFramework/CharacterMovementComponent.h |
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| bIgnoreClientMovementErrorChecksAndCorrection | uint8 | If true, we should ignore server location difference checks for client error on this movement component. | GameFramework/CharacterMovementComponent.h |
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| bImpartBaseAngularVelocity | uint8 | If true, impart the base component's tangential components of angular velocity when jumping or falling off it. | GameFramework/CharacterMovementComponent.h |
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| bImpartBaseVelocityX | uint8 | If true, impart the base actor's X velocity when falling off it (which includes jumping) | GameFramework/CharacterMovementComponent.h |
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| bImpartBaseVelocityY | uint8 | If true, impart the base actor's Y velocity when falling off it (which includes jumping) | GameFramework/CharacterMovementComponent.h |
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| bImpartBaseVelocityZ | uint8 | If true, impart the base actor's Z velocity when falling off it (which includes jumping) | GameFramework/CharacterMovementComponent.h |
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| bIsNavWalkingOnServer | uint8 | Set on clients when server's movement mode is NavWalking | GameFramework/CharacterMovementComponent.h | |
| bJustTeleported | uint8 | Used by movement code to determine if a change in position is based on normal movement or a teleport. | GameFramework/CharacterMovementComponent.h |
|
| bLastClientIsFalling | bool | Remember if the client was previously falling so we can tell when they've just landed. | GameFramework/CharacterMovementComponent.h | |
| bLastServerIsFalling | bool | Remember if the server was previously falling so we can tell when they've just landed. | GameFramework/CharacterMovementComponent.h | |
| bLastServerIsWalking | bool | Whether we were just walking on something, used to help with transitions off moving objects. | GameFramework/CharacterMovementComponent.h | |
| bMaintainHorizontalGroundVelocity | uint8 | If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface. | GameFramework/CharacterMovementComponent.h |
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| bNetworkAlwaysReplicateTransformUpdateTimestamp | uint8 | Flag used on the server to determine whether to always replicate ReplicatedServerLastTransformUpdateTimeStamp to clients. | GameFramework/CharacterMovementComponent.h |
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| bNetworkGravityDirectionChanged | uint8 | True when the networked gravity direction has been replicated. | GameFramework/CharacterMovementComponent.h |
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| bNetworkLargeClientCorrection | uint8 | Flag indicating the client correction was larger than NetworkLargeClientCorrectionThreshold. | GameFramework/CharacterMovementComponent.h | |
| bNetworkMovementModeChanged | uint8 | True when the networked movement mode has been replicated. | GameFramework/CharacterMovementComponent.h |
|
| bNetworkSkipProxyPredictionOnNetUpdate | uint8 | Whether we skip prediction on frames where a proxy receives a network update. | GameFramework/CharacterMovementComponent.h |
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| bNetworkSmoothingComplete | uint8 | Signals that smoothed position/rotation has reached target, and no more smoothing is necessary until a future update. | GameFramework/CharacterMovementComponent.h | |
| bNetworkUpdateReceived | uint8 | True when a network replication update is received for simulated proxies. | GameFramework/CharacterMovementComponent.h |
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| bNotifyApex | uint8 | If true, event NotifyJumpApex() to CharacterOwner's controller when at apex of jump. | GameFramework/CharacterMovementComponent.h |
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| bOrientRotationToMovement | uint8 | If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. | GameFramework/CharacterMovementComponent.h |
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| bPerformingJumpOff | uint8 | Used to prevent reentry of JumpOff() | GameFramework/CharacterMovementComponent.h | |
| bPushForceScaledToMass | uint8 | If enabled, the PushForceFactor is applied per kg mass of the affected object. | GameFramework/CharacterMovementComponent.h |
|
| bPushForceUsingZOffset | uint8 | If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. | GameFramework/CharacterMovementComponent.h |
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| BrakingDecelerationFalling | float | Lateral deceleration when falling and not applying acceleration. | GameFramework/CharacterMovementComponent.h |
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| BrakingDecelerationFlying | float | Deceleration when flying and not applying acceleration. | GameFramework/CharacterMovementComponent.h |
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| BrakingDecelerationSwimming | float | Deceleration when swimming and not applying acceleration. | GameFramework/CharacterMovementComponent.h |
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| BrakingDecelerationWalking | float | Deceleration when walking and not applying acceleration. | GameFramework/CharacterMovementComponent.h |
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| BrakingFriction | float | Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. | GameFramework/CharacterMovementComponent.h |
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| BrakingFrictionFactor | float | Factor used to multiply actual value of friction used when braking. | GameFramework/CharacterMovementComponent.h |
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| BrakingSubStepTime | float | Time substepping when applying braking friction. | GameFramework/CharacterMovementComponent.h |
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| bRequestedMoveUseAcceleration | uint8 | Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. | GameFramework/CharacterMovementComponent.h |
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| bRunPhysicsWithNoController | uint8 | If true, movement will be performed even if there is no Controller for the Character owner. | GameFramework/CharacterMovementComponent.h |
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| bScalePushForceToVelocity | uint8 | If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. | GameFramework/CharacterMovementComponent.h |
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| bServerAcceptClientAuthoritativePosition | uint8 | If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. | GameFramework/CharacterMovementComponent.h |
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| bShrinkProxyCapsule | uint8 | If true, the capsule needs to be shrunk on this simulated proxy, to avoid replication rounding putting us in geometry. | GameFramework/CharacterMovementComponent.h | |
| bStayBasedInAir | bool | Property to set if characters should stay based on objects while jumping | GameFramework/CharacterMovementComponent.h |
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| bSweepWhileNavWalking | uint8 | Whether or not the character should sweep for collision geometry while walking. | GameFramework/CharacterMovementComponent.h |
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| bTeleportedSinceLastUpdate | bool | True if the UpdatedComponent was moved outside of this CharacterMovementComponent since the last move its starting location for this update doesn't match its ending position for the previous update. | GameFramework/CharacterMovementComponent.h | |
| bTouchForceScaledToMass | uint8 | If enabled, the TouchForceFactor is applied per kg mass of the affected object. | GameFramework/CharacterMovementComponent.h |
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| Buoyancy | float | Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy) | GameFramework/CharacterMovementComponent.h |
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| bUseControllerDesiredRotation | uint8 | If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. | GameFramework/CharacterMovementComponent.h |
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| bUseFlatBaseForFloorChecks | uint8 | Performs floor checks as if the character is using a shape with a flat base. | GameFramework/CharacterMovementComponent.h |
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| bUseRVOAvoidance | uint8 | If set, component will use RVO avoidance. This only runs on the server. | GameFramework/CharacterMovementComponent.h |
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| bUseSeparateBrakingFriction | uint8 | If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). | GameFramework/CharacterMovementComponent.h |
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| bWantsToCrouch | uint8 | If true, try to crouch (or keep crouching) on next update. | GameFramework/CharacterMovementComponent.h |
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| bWantsToLeaveNavWalking | uint8 | Used to safely leave NavWalking movement mode | GameFramework/CharacterMovementComponent.h | |
| bWasSimulatingRootMotion | uint8 | True when SimulatedProxies are simulating RootMotion | GameFramework/CharacterMovementComponent.h |
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| CachedNavLocation | FNavLocation | Last known location projected on navmesh, used by NavWalking mode | GameFramework/CharacterMovementComponent.h | |
| CachedProjectedNavMeshHitResult | FHitResult | Last valid projected hit result from raycast to geometry from navmesh | GameFramework/CharacterMovementComponent.h | |
| ClientBaseBoneName | FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| ClientBaseBoneName | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| ClientLoc | FVector_NetQuantize10FVector_NetQuantize100 | GameFramework/CharacterMovementComponent.h | ||
| ClientLoc | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100 | GameFramework/CharacterMovementComponent.h | ||
| ClientMovementBase | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| ClientMovementBase | FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| ClientMovementMode | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponentFNameuint8 | GameFramework/CharacterMovementComponent.h | ||
| ClientMovementMode | FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32UPrimitiveComponentFNameuint8 | GameFramework/CharacterMovementComponent.h | ||
| ClientRoll | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8uint8 | GameFramework/CharacterMovementComponent.h | ||
| ClientRoll | FVector_NetQuantize10FVector_NetQuantize100uint8uint8 | GameFramework/CharacterMovementComponent.h | ||
| CompressedMoveFlags | FVector_NetQuantize10FVector_NetQuantize100uint8 | GameFramework/CharacterMovementComponent.h | ||
| CrouchedHalfHeight | float | Collision half-height when crouching (component scale is applied separately) | GameFramework/CharacterMovementComponent.h |
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| CurrentFloor | FFindFloorResult | Information about the floor the Character is standing on (updated only during walking movement). | GameFramework/CharacterMovementComponent.h |
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| CurrentRootMotion | FRootMotionSourceGroup | Root Motion Group containing active root motion sources being applied to movement | GameFramework/CharacterMovementComponent.h |
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| CustomMovementMode | uint8 | Current custom sub-mode if MovementMode is set to Custom. | GameFramework/CharacterMovementComponent.h |
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| DecayingFormerBaseVelocity | FVector | Left over velocity when leaving a moving base. Helps with airborne root motion. | GameFramework/CharacterMovementComponent.h | |
| DefaultLandMovementMode | TEnumAsByte< enum EMovementMode > | Default movement mode when not in water. Used at player startup or when teleported. | GameFramework/CharacterMovementComponent.h |
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| DefaultWaterMovementMode | TEnumAsByte< enum EMovementMode > | Default movement mode when in water. Used at player startup or when teleported. | GameFramework/CharacterMovementComponent.h |
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| DeferredUpdatedMoveComponent | TObjectPtr< USceneComponent > | What to update CharacterOwner and UpdatedComponent after movement ends | GameFramework/CharacterMovementComponent.h | |
| FallingLateralFriction | float | Friction to apply to lateral air movement when falling. | GameFramework/CharacterMovementComponent.h |
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| FormerBaseVelocityDecayHalfLife | float | When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base's velocity (in seconds). | GameFramework/CharacterMovementComponent.h |
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| GravityScale | float | Custom gravity scale. Gravity is multiplied by this amount for the character. | GameFramework/CharacterMovementComponent.h |
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| GroundFriction | float | Setting that affects movement control. | GameFramework/CharacterMovementComponent.h |
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| GroupsToAvoid | FNavAvoidanceMask | Will avoid other agents if they are in one of specified groups | GameFramework/CharacterMovementComponent.h |
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| GroupsToIgnore | FNavAvoidanceMask | Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid | GameFramework/CharacterMovementComponent.h |
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| InAccel | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10 | GameFramework/CharacterMovementComponent.h | ||
| InAccel | FVector_NetQuantize10 | GameFramework/CharacterMovementComponent.h | ||
| InAccel0 | FVector_NetQuantize10 | GameFramework/CharacterMovementComponent.h | ||
| InitialPushForceFactor | float | Initial impulse force to apply when the player bounces into a blocking physics object. | GameFramework/CharacterMovementComponent.h |
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| JumpOffJumpZFactor | float | Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character. | GameFramework/CharacterMovementComponent.h |
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| JumpOutOfWaterPitch | float | When exiting water, jump if control pitch angle is this high or above. | GameFramework/CharacterMovementComponent.h |
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| JumpZVelocity | float | Initial velocity (instantaneous vertical acceleration) when jumping. | GameFramework/CharacterMovementComponent.h |
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| LastServerMovementBaseBoneName | FName | Remember last server movement base bone so we can detect mounts/dismounts and respond accordingly. | GameFramework/CharacterMovementComponent.h | |
| LastUpdateRequestedVelocity | FVector | Velocity requested by path following during last Update Updated when we consume the value | GameFramework/CharacterMovementComponent.h |
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| LedgeCheckThreshold | float | Used in determining if pawn is going off ledge. | GameFramework/CharacterMovementComponent.h |
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| ListenServerNetworkSimulatedSmoothLocationTime | float | Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers. | GameFramework/CharacterMovementComponent.h |
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| ListenServerNetworkSimulatedSmoothRotationTime | float | Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers. | GameFramework/CharacterMovementComponent.h |
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| Mass | float | Mass of pawn (for when momentum is imparted to it). | GameFramework/CharacterMovementComponent.h |
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| MaxAcceleration | float | Max Acceleration (rate of change of velocity) | GameFramework/CharacterMovementComponent.h |
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| MaxCustomMovementSpeed | float | The maximum speed when using Custom movement mode. | GameFramework/CharacterMovementComponent.h |
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| MaxDepenetrationWithGeometry | float | Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. | GameFramework/CharacterMovementComponent.h |
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| MaxDepenetrationWithGeometryAsProxy | float | Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. | GameFramework/CharacterMovementComponent.h |
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| MaxDepenetrationWithPawn | float | Max distance we are allowed to depenetrate when moving out of other Pawns. | GameFramework/CharacterMovementComponent.h |
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| MaxDepenetrationWithPawnAsProxy | float | Max distance we allow simulated proxies to depenetrate when moving out of other Pawns. | GameFramework/CharacterMovementComponent.h |
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| MaxFlySpeed | float | The maximum flying speed. | GameFramework/CharacterMovementComponent.h |
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| MaxJumpApexAttemptsPerSimulation | int32 | Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc. | GameFramework/CharacterMovementComponent.h |
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| MaxOutOfWaterStepHeight | float | Maximum step height for getting out of water | GameFramework/CharacterMovementComponent.h |
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| MaxServerClientErrorWhileFalling | float | How loosely the client can follow the server location during this fall. | GameFramework/CharacterMovementComponent.h | |
| MaxSimulationIterations | int32 | Max number of iterations used for each discrete simulation step. | GameFramework/CharacterMovementComponent.h |
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| MaxSimulationTimeStep | float | Max time delta for each discrete simulation step. | GameFramework/CharacterMovementComponent.h |
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| MaxStepHeight | float | Maximum height character can step up | GameFramework/CharacterMovementComponent.h |
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| MaxSwimSpeed | float | The maximum swimming speed. | GameFramework/CharacterMovementComponent.h |
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| MaxTouchForce | float | Maximum force applied to touched physics objects. If < 0.0f, there is no maximum. | GameFramework/CharacterMovementComponent.h |
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| MaxWalkSpeed | float | The maximum ground speed when walking. Also determines maximum lateral speed when falling. | GameFramework/CharacterMovementComponent.h |
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| MaxWalkSpeedCrouched | float | The maximum ground speed when walking and crouched. | GameFramework/CharacterMovementComponent.h |
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| MinAnalogWalkSpeed | float | The ground speed that we should accelerate up to when walking at minimum analog stick tilt | GameFramework/CharacterMovementComponent.h |
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| MinTimeBetweenTimeStampResets | float | Minimum time between client TimeStamp resets. | GameFramework/CharacterMovementComponent.h | |
| MinTouchForce | float | Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum. | GameFramework/CharacterMovementComponent.h |
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| MovementMode | TEnumAsByte< enum EMovementMode > | Actor's current movement mode (walking, falling, etc). | GameFramework/CharacterMovementComponent.h |
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| NavMeshProjectionHeightScaleDown | float | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. | GameFramework/CharacterMovementComponent.h |
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| NavMeshProjectionHeightScaleUp | float | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. | GameFramework/CharacterMovementComponent.h |
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| NavMeshProjectionInterpSpeed | float | Speed at which to interpolate agent navmesh offset between traces. | GameFramework/CharacterMovementComponent.h |
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| NavMeshProjectionInterval | float | How often we should raycast to project from navmesh to underlying geometry | GameFramework/CharacterMovementComponent.h |
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| NavMeshProjectionTimer | float | GameFramework/CharacterMovementComponent.h |
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| NavWalkingFloorDistTolerance | float | Ignore small differences in ground height between server and client data during NavWalking mode | GameFramework/CharacterMovementComponent.h |
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| NetProxyShrinkHalfHeight | float | Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment. | GameFramework/CharacterMovementComponent.h |
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| NetProxyShrinkRadius | float | Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment. | GameFramework/CharacterMovementComponent.h |
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| NetworkLargeClientCorrectionDistance | float | If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments. | GameFramework/CharacterMovementComponent.h |
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| NetworkMaxSmoothUpdateDistance | float | Maximum distance character is allowed to lag behind server location when interpolating between updates. | GameFramework/CharacterMovementComponent.h |
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| NetworkMinTimeBetweenClientAckGoodMoves | float | Minimum time on the server between acknowledging good client moves. | GameFramework/CharacterMovementComponent.h |
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| NetworkMinTimeBetweenClientAdjustments | float | Minimum time on the server between sending client adjustments when client has exceeded allowable position error. | GameFramework/CharacterMovementComponent.h |
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| NetworkMinTimeBetweenClientAdjustmentsLargeCorrection | float | Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance). | GameFramework/CharacterMovementComponent.h |
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| NetworkNoSmoothUpdateDistance | float | Maximum distance beyond which character is teleported to the new server location without any smoothing. | GameFramework/CharacterMovementComponent.h |
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| NetworkSimulatedSmoothLocationTime | float | How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. | GameFramework/CharacterMovementComponent.h |
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| NetworkSimulatedSmoothRotationTime | float | How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. | GameFramework/CharacterMovementComponent.h |
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| NetworkSmoothingMode | ENetworkSmoothingMode | Smoothing mode for simulated proxies in network game. | GameFramework/CharacterMovementComponent.h |
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| NewBase | FVectorUPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| NewBase | FVectorFVectorUPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| NewBaseBoneName | FVectorUPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| NewBaseBoneName | FVectorFVectorUPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| NewFlags | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8 | GameFramework/CharacterMovementComponent.h | ||
| NewLoc | FVector | GameFramework/CharacterMovementComponent.h | ||
| NewVel | FVectorFVector | GameFramework/CharacterMovementComponent.h | ||
| OldAccel | FVector_NetQuantize10 | GameFramework/CharacterMovementComponent.h | ||
| OldBaseLocation | FVector | Saved location of object we are standing on, for UpdateBasedMovement() to determine if base moved in the last frame, and therefore pawn needs an update. | GameFramework/CharacterMovementComponent.h | |
| OldBaseQuat | FQuat | Saved location of object we are standing on, for UpdateBasedMovement() to determine if base moved in the last frame, and therefore pawn needs an update. | GameFramework/CharacterMovementComponent.h | |
| OldMoveFlags | FVector_NetQuantize10uint8 | GameFramework/CharacterMovementComponent.h | ||
| OutofWaterZ | float | Z velocity applied when pawn tries to get out of water | GameFramework/CharacterMovementComponent.h |
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| PendingFlags | FVector_NetQuantize10uint8 | GameFramework/CharacterMovementComponent.h | ||
| PendingLaunchVelocity | FVector | Temporarily holds launch velocity when pawn is to be launched so it happens at end of movement. | GameFramework/CharacterMovementComponent.h | |
| PerchAdditionalHeight | float | When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch. | GameFramework/CharacterMovementComponent.h |
|
| PerchRadiusThreshold | float | Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule. | GameFramework/CharacterMovementComponent.h |
|
| PostPhysicsTickFunction | FCharacterMovementComponentPostPhysicsTickFunction | Post-physics tick function for this character | GameFramework/CharacterMovementComponent.h | |
| PrePhysicsTickFunction | FCharacterMovementComponentPrePhysicsTickFunction | Pre-physics tick function for this character | GameFramework/CharacterMovementComponent.h | |
| ProcessRootMotionPostConvertToWorld | FOnProcessRootMotion | Delegate for modifying root motion post conversion from component space to world space. | GameFramework/CharacterMovementComponent.h | |
| ProcessRootMotionPreConvertToWorld | FOnProcessRootMotion | Delegate for modifying root motion pre conversion from component space to world space. | GameFramework/CharacterMovementComponent.h | |
| PushForceFactor | float | Force to apply when the player collides with a blocking physics object. | GameFramework/CharacterMovementComponent.h |
|
| PushForcePointZOffsetFactor | float | Z-Offset for the position the force is applied to. | GameFramework/CharacterMovementComponent.h |
|
| RepulsionForce | float | Force per kg applied constantly to all overlapping components. | GameFramework/CharacterMovementComponent.h |
|
| RequestedVelocity | FVector | Velocity requested by path following. | GameFramework/CharacterMovementComponent.h |
|
| RootMotionIDMappings | TArray< FRootMotionServerToLocalIDMapping, TInlineAllocator<(uint32) ERootMotionMapping::MapSize > > | GameFramework/CharacterMovementComponent.h | ||
| RootMotionParams | FRootMotionMovementParams | Animation root motion (special case for now) Root Motion movement params. | GameFramework/CharacterMovementComponent.h |
|
| RotationRate | FRotator | Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true. | GameFramework/CharacterMovementComponent.h |
|
| ServerBase | float FVectorFVector_NetQuantizeNormal float UPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| ServerBase | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float UPrimitiveComponent * | GameFramework/CharacterMovementComponent.h | ||
| ServerBoneName | float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| ServerBoneName | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName | GameFramework/CharacterMovementComponent.h | ||
| ServerCorrectionRootMotion | FRootMotionSourceGroup | GameFramework/CharacterMovementComponent.h |
|
|
| ServerLoc | float FVector | GameFramework/CharacterMovementComponent.h | ||
| ServerLoc | FRootMotionSourceGroup bool float FVector | GameFramework/CharacterMovementComponent.h | ||
| ServerMontageTrackPosition | FRootMotionSourceGroup bool float | GameFramework/CharacterMovementComponent.h | ||
| ServerMontageTrackPosition | float | GameFramework/CharacterMovementComponent.h | ||
| ServerMovementMode | FVectorUPrimitiveComponentFName bool bool uint8 | GameFramework/CharacterMovementComponent.h | ||
| ServerMovementMode | FVectorFVectorUPrimitiveComponentFName bool bool uint8 | GameFramework/CharacterMovementComponent.h | ||
| ServerMovementMode | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool bool uint8 | GameFramework/CharacterMovementComponent.h | ||
| ServerMovementMode | float FVectorFVector_NetQuantizeNormal float UPrimitiveComponentFName bool bool uint8 | GameFramework/CharacterMovementComponent.h | ||
| ServerRootMotion | FRootMotionSourceGroup | GameFramework/CharacterMovementComponent.h | ||
| ServerRotation | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal | GameFramework/CharacterMovementComponent.h | ||
| ServerRotation | float FVectorFVector_NetQuantizeNormal | GameFramework/CharacterMovementComponent.h | ||
| ServerVelZ | FRootMotionSourceGroup bool float FVectorFVector_NetQuantizeNormal float | GameFramework/CharacterMovementComponent.h | ||
| ServerVelZ | float FVectorFVector_NetQuantizeNormal float | GameFramework/CharacterMovementComponent.h | ||
| StandingDownwardForceScale | float | Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount. | GameFramework/CharacterMovementComponent.h |
|
| StayBasedInAirHeight | float | Property used to set how high above base characters should stay based on objects while jumping if bStayBasedInAir is set | GameFramework/CharacterMovementComponent.h |
|
| TimeStamp | FVector_NetQuantize10uint8uint32 float | GameFramework/CharacterMovementComponent.h | ||
| TouchForceFactor | float | Force to apply to physics objects that are touched by the player. | GameFramework/CharacterMovementComponent.h |
|
| View | FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32 | GameFramework/CharacterMovementComponent.h | ||
| View | FVector_NetQuantize10uint8uint32 float FVector_NetQuantize10FVector_NetQuantize100uint8uint8uint32 | GameFramework/CharacterMovementComponent.h | ||
| View0 | FVector_NetQuantize10uint8uint32 | GameFramework/CharacterMovementComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AsyncCallback | FCharacterMovementComponentAsyncCallback * | GameFramework/CharacterMovementComponent.h | ||
| bHasCustomGravity | bool | Whether the character has custom local gravity set. Cached in SetGravityDirection(). | GameFramework/CharacterMovementComponent.h | |
| bNeedsSweepWhileWalkingUpdate | uint8 | Tracks whether or not we need to update the bSweepWhileNavWalking flag do to an upgrade. | GameFramework/CharacterMovementComponent.h | |
| CurrentNetworkMoveData | FCharacterNetworkMoveData * | Current network move data being processed or handled within the NetworkMoveDataContainer. | GameFramework/CharacterMovementComponent.h | |
| CurrentReplayedSavedMove | FSavedMove_Character * | Current SavedMove being replayed on the client after a correction is received | GameFramework/CharacterMovementComponent.h | |
| DefaultMoveResponseDataContainer | FCharacterMoveResponseDataContainer | Default server response RPC data container. Can be bypassed via SetMoveResponseDataContainer(). | GameFramework/CharacterMovementComponent.h | |
| DefaultNetworkMoveDataContainer | FCharacterNetworkMoveDataContainer | Default client to server move RPC data container. | GameFramework/CharacterMovementComponent.h | |
| GravityDirection | FVector | A normalized vector representing the direction of gravity for gravity relative movement modes: walking, falling, and custom movement modes. | GameFramework/CharacterMovementComponent.h |
|
| GravityToWorldTransform | FQuat | A cached quaternion representing the inverse rotation from world space to gravity relative space defined by GravityDirection. | GameFramework/CharacterMovementComponent.h |
|
| GroundMovementMode | TEnumAsByte< enum EMovementMode > | Ground movement mode to switch to after falling and resuming ground movement. | GameFramework/CharacterMovementComponent.h |
|
| LastServerMovementBase | TWeakObjectPtr< UPrimitiveComponent > | Remember last server movement base so we can detect mounts/dismounts and respond accordingly. | GameFramework/CharacterMovementComponent.h | |
| MoveResponseBitReader | FNetBitReader | Used for reading server response RPC bits. | GameFramework/CharacterMovementComponent.h | |
| MoveResponseBitWriter | FNetBitWriter | Used for writing server response RPC bits. | GameFramework/CharacterMovementComponent.h | |
| MoveResponseDataContainerPtr | FCharacterMoveResponseDataContainer * | Pointer to server response RPC data container. | GameFramework/CharacterMovementComponent.h | |
| NetworkMoveDataContainerPtr | FCharacterNetworkMoveDataContainer * | Pointer to server move RPC data container. | GameFramework/CharacterMovementComponent.h | |
| ServerMoveBitReader | FNetBitReader | Used for reading server move RPC bits. | GameFramework/CharacterMovementComponent.h | |
| ServerMoveBitWriter | FNetBitWriter | Used for writing server move RPC bits. | GameFramework/CharacterMovementComponent.h | |
| WalkableFloorAngle | float | Max angle in degrees of a walkable surface. | GameFramework/CharacterMovementComponent.h |
|
| WalkableFloorZ | float | Minimum Z value for floor normal. | GameFramework/CharacterMovementComponent.h |
|
| WorldToGravityTransform | FQuat | A cached quaternion representing the rotation from world space to gravity relative space defined by GravityDirection. | GameFramework/CharacterMovementComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddForce
(
FVector Force |
Add force to character. | GameFramework/CharacterMovementComponent.h |
|
virtual void AddImpulse
(
FVector Impulse, |
Add impulse to character. | GameFramework/CharacterMovementComponent.h |
|
virtual void AdjustFloorHeight() |
Adjust distance from floor, trying to maintain a slight offset from the floor when walking (based on CurrentFloor). | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyAccumulatedForces
(
float DeltaSeconds |
Applies momentum accumulated through AddImpulse() and AddForce(), then clears those forces. | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyDownwardForce
(
float DeltaSeconds |
Applies downward force when walking on top of physics objects. | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyImpartedMovementBaseVelocity() |
Apply inherited velocity when leaving base, for example from jumping off it | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyNetworkMovementMode
(
const uint8 ReceivedMode |
GameFramework/CharacterMovementComponent.h | ||
virtual void ApplyRepulsionForce
(
float DeltaSeconds |
Applies repulsion force to all touched components. | GameFramework/CharacterMovementComponent.h | |
virtual bool ApplyRequestedMove
(
float DeltaTime, |
Use velocity requested by path following to compute a requested acceleration and speed. | GameFramework/CharacterMovementComponent.h | |
uint16 ApplyRootMotionSource
(
TSharedPtr< FRootMotionSource > SourcePtr |
Apply a RootMotionSource to current root motion | GameFramework/CharacterMovementComponent.h | |
virtual FVector CalcAnimRootMotionVelocity
(
const FVector& RootMotionDeltaMove, |
Calculate velocity from anim root motion. | GameFramework/CharacterMovementComponent.h | |
virtual void CalcAvoidanceVelocity
(
float DeltaTime |
Calculate RVO avoidance and apply it to current velocity | GameFramework/CharacterMovementComponent.h | |
virtual void CalcVelocity
(
float DeltaTime, |
Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. | GameFramework/CharacterMovementComponent.h |
|
virtual bool CanAttemptJump() |
Returns true if current movement state allows an attempt at jumping. Used by Character::CanJump(). | GameFramework/CharacterMovementComponent.h | |
virtual bool CanCrouchInCurrentState () |
Returns true if the character is allowed to crouch in the current state. | GameFramework/CharacterMovementComponent.h | |
virtual bool CanStepUp
(
const FHitResult& Hit |
Returns true if we can step up on the actor in the given FHitResult. | GameFramework/CharacterMovementComponent.h | |
virtual bool CanWalkOffLedges() |
Returns whether this pawn is currently allowed to walk off ledges | GameFramework/CharacterMovementComponent.h | |
virtual bool CheckFall
(
const FFindFloorResult& OldFloor, |
Check if pawn is falling | GameFramework/CharacterMovementComponent.h | |
virtual bool CheckLedgeDirection
(
const FVector& OldLocation, |
Returns true if there is a suitable floor SideStep from current position. | GameFramework/CharacterMovementComponent.h | |
virtual bool CheckWaterJump
(
FVector CheckPoint, |
Check if swimming pawn just ran into edge of the pool and should jump out. | GameFramework/CharacterMovementComponent.h | |
virtual void ClearAccumulatedForces() |
Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity. | GameFramework/CharacterMovementComponent.h |
|
virtual void ClientAckGoodMove_Implementation
(
float TimeStamp |
If no client adjustment is needed after processing received ServerMove(), ack the good move so client can remove it from SavedMoves | GameFramework/CharacterMovementComponent.h | |
virtual void ClientAdjustPosition_Implementation
(
float TimeStamp, |
Replicate position correction to client, associated with a timestamped servermove. | GameFramework/CharacterMovementComponent.h | |
virtual void ClientAdjustRootMotionPosition_Implementation
(
float TimeStamp, |
Replicate position correction to client when using root motion for movement. | GameFramework/CharacterMovementComponent.h | |
virtual void ClientAdjustRootMotionSourcePosition_Implementation
(
float TimeStamp, |
Replicate root motion source correction to client when using root motion for movement. | GameFramework/CharacterMovementComponent.h | |
virtual void ClientHandleMoveResponse
(
const FCharacterMoveResponseDataContainer& MoveResponse |
On the client, handles the move response from the server after it has been received and unpacked in MoveResponsePacked_ClientReceive. | GameFramework/CharacterMovementComponent.h | |
virtual void ClientVeryShortAdjustPosition_Implementation
(
float TimeStamp, |
Bandwidth saving version, when velocity is zeroed | GameFramework/CharacterMovementComponent.h | |
virtual void ComputeFloorDist
(
const FVector& CapsuleLocation, |
Compute distance to the floor from bottom sphere of capsule and store the result in OutFloorResult. | GameFramework/CharacterMovementComponent.h | |
virtual FRotator ComputeOrientToMovementRotation
(
const FRotator& CurrentRotation, |
Compute a target rotation based on current movement. | GameFramework/CharacterMovementComponent.h | |
virtual bool ComputePerchResult
(
const float TestRadius, |
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. | GameFramework/CharacterMovementComponent.h | |
virtual FVector ConstrainAnimRootMotionVelocity
(
const FVector& RootMotionVelocity, |
Constrain components of root motion velocity that may not be appropriate given the current movement mode (e.g. when falling Z may be ignored). | GameFramework/CharacterMovementComponent.h | |
FTransform ConvertLocalRootMotionToWorld
(
const FTransform& InLocalRootMotion, |
Takes component space root motion and converts it to world space. | GameFramework/CharacterMovementComponent.h | |
void ConvertRootMotionServerIDsToLocalIDs
(
const FRootMotionSourceGroup& LocalRootMotionToMatchWith, |
Converts received server IDs in a root motion group to local IDs | GameFramework/CharacterMovementComponent.h | |
virtual void Crouch
(
bool bClientSimulation |
Checks if new capsule size fits (no encroachment), and call CharacterOwner->OnStartCrouch() if successful. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ClientAdjustRootMotionSourcePosition, |
Replicate root motion source correction to client when using root motion for movement. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ClientAdjustRootMotionPosition, |
Replicate position correction to client when using root motion for movement. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ClientVeryShortAdjustPosition, |
Bandwidth saving version, when velocity is zeroed | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ClientAdjustPosition, |
Replicate position correction to client, associated with a timestamped servermove. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ClientAckGoodMove, |
If no client adjustment is needed after processing received ServerMove(), ack the good move so client can remove it from SavedMoves | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveDualHybridRootMotion_Implementation, |
GameFramework/CharacterMovementComponent.h | ||
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveOld, |
Resending an (important) old move. Process it if not already processed. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveDualHybridRootMotion, |
Replicated function sent by client to server - contains client movement and view info for two moves. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveDual_Implementation, |
GameFramework/CharacterMovementComponent.h | ||
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveDual, |
Replicated function sent by client to server - contains client movement and view info for two moves. | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMoveOld_Implementation, |
GameFramework/CharacterMovementComponent.h | ||
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMove_Implementation, |
GameFramework/CharacterMovementComponent.h | ||
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
ServerMove, |
BEGIN DEPRECATED movement RPCs. Use the Packed versions above instead. | GameFramework/CharacterMovementComponent.h | |
virtual void DisableMovement() |
Make movement impossible (sets movement mode to MOVE_None). | GameFramework/CharacterMovementComponent.h |
|
virtual void DisplayDebug
(
UCanvas* Canvas, |
Draw important variables on canvas. | GameFramework/CharacterMovementComponent.h | |
virtual bool DoJump
(
bool bReplayingMoves |
NOTE: THIS FUNCTION IS DEPRECATED, PLEASE CALL DoJump(bool bReplayingMoves, float DeltaTime) ... | GameFramework/CharacterMovementComponent.h | |
virtual bool DoJump
(
bool bReplayingMoves, |
Perform jump. | GameFramework/CharacterMovementComponent.h | |
virtual void FindFloor
(
const FVector& CapsuleLocation, |
Sweeps a vertical trace to find the floor for the capsule at the given location. | GameFramework/CharacterMovementComponent.h | |
virtual bool FindNavFloor
(
const FVector& TestLocation, |
Project a location to navmesh to find adjusted height. | GameFramework/CharacterMovementComponent.h | |
FVector FindWaterLine
(
FVector Start, |
Get as close to waterline as possible, staying on same side as currently. | GameFramework/CharacterMovementComponent.h | |
virtual bool FloorSweepTest
(
FHitResult& OutHit, |
Sweep against the world and return the first blocking hit. | GameFramework/CharacterMovementComponent.h | |
virtual void FlushServerMoves() |
GameFramework/CharacterMovementComponent.h | ||
void ForceClientAdjustment() |
Force a client adjustment. Resets ServerLastClientAdjustmentTime. | GameFramework/CharacterMovementComponent.h | |
virtual void ForceReplicationUpdate() |
Force a client update by making it appear on the server that the client hasn't updated in a long time. | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetAirControl
(
float DeltaTime, |
Get the air control to use during falling movement. | GameFramework/CharacterMovementComponent.h | |
float GetAnalogInputModifier() |
Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement. | GameFramework/CharacterMovementComponent.h |
|
virtual FVector GetBestDirectionOffActor
(
AActor* BaseActor |
Can be overridden to choose to jump based on character velocity, base actor dimensions, etc. | GameFramework/CharacterMovementComponent.h | |
ACharacter * GetCharacterOwner() |
Get the Character that owns UpdatedComponent. | GameFramework/CharacterMovementComponent.h |
|
float GetCrouchedHalfHeight() |
Returns the collision half-height when crouching (component scale is applied separately) | GameFramework/CharacterMovementComponent.h |
|
FVector GetCurrentAcceleration() |
Returns current acceleration, computed from input vector each update. | GameFramework/CharacterMovementComponent.h |
|
const FSavedMove_Character * GetCurrentReplayedSavedMove () |
Gets the SavedMove being replayed on the client after a correction is received. | GameFramework/CharacterMovementComponent.h | |
virtual FRotator GetDeltaRotation
(
float DeltaTime |
Returns how far to rotate character during the time interval DeltaTime. | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetFallingLateralAcceleration
(
float DeltaTime |
Get the lateral acceleration to use during falling movement. | GameFramework/CharacterMovementComponent.h | |
FVector GetGravityDirection() |
Returns the current gravity direction. | GameFramework/CharacterMovementComponent.h |
|
FVector GetGravitySpaceComponentZ
(
const FVector& Vector |
Returns the component of the vector in the gravity-space vertical direction. | GameFramework/CharacterMovementComponent.h | |
FVector::FReal GetGravitySpaceZ
(
const FVector& Vector |
Returns the size of a vector in the gravity-space vertical direction. | GameFramework/CharacterMovementComponent.h | |
FQuat GetGravityToWorldTransform() |
Returns a quaternion transforming from gravity to world space. | GameFramework/CharacterMovementComponent.h | |
| Get current GroundMovementMode value. | GameFramework/CharacterMovementComponent.h | ||
virtual FVector GetImpartedMovementBaseVelocity () |
If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. | GameFramework/CharacterMovementComponent.h |
|
UPrimitiveComponent * GetLastServerMovementBase() |
Accessor to the Last Server Movement Base, only relevant during server update | GameFramework/CharacterMovementComponent.h | |
FVector GetLastUpdateLocation() |
Returns the location at the end of the last tick. | GameFramework/CharacterMovementComponent.h |
|
FQuat GetLastUpdateQuat() |
Returns the rotation Quat at the end of the last tick. | GameFramework/CharacterMovementComponent.h | |
FVector GetLastUpdateRequestedVelocity() |
Returns velocity requested by path following | GameFramework/CharacterMovementComponent.h |
|
FRotator GetLastUpdateRotation() |
Returns the rotation at the end of the last tick. | GameFramework/CharacterMovementComponent.h |
|
FVector GetLastUpdateVelocity() |
Returns the velocity at the end of the last tick. | GameFramework/CharacterMovementComponent.h |
|
virtual FVector GetLedgeMove
(
const FVector& OldLocation, |
GameFramework/CharacterMovementComponent.h | ||
virtual float GetMaxAcceleration() |
Returns maximum acceleration for the current state. | GameFramework/CharacterMovementComponent.h |
|
virtual float GetMaxBrakingDeceleration() |
Returns maximum deceleration for the current state when braking (ie when there is no acceleration). | GameFramework/CharacterMovementComponent.h |
|
virtual float GetMaxJumpHeight () |
Compute the max jump height based on the JumpZVelocity velocity and gravity. | GameFramework/CharacterMovementComponent.h |
|
virtual float GetMaxJumpHeightWithJumpTime () |
Compute the max jump height based on the JumpZVelocity velocity and gravity. | GameFramework/CharacterMovementComponent.h |
|
virtual float GetMinAnalogSpeed() |
Returns maximum acceleration for the current state. | GameFramework/CharacterMovementComponent.h |
|
UPrimitiveComponent * GetMovementBase() |
Return PrimitiveComponent we are based on (standing and walking on). | GameFramework/CharacterMovementComponent.h |
|
virtual FString GetMovementName() |
Returns MovementMode string | GameFramework/CharacterMovementComponent.h | |
virtual float GetNetworkSafeRandomAngleDegrees () |
Generate a random angle in degrees that is approximately equal between client and server. | GameFramework/CharacterMovementComponent.h | |
float GetPerchRadiusThreshold() |
Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface. | GameFramework/CharacterMovementComponent.h |
|
FNetworkPredictionData_Client_Character * GetPredictionData_Client_Character() |
GameFramework/CharacterMovementComponent.h | ||
FNetworkPredictionData_Server_Character * GetPredictionData_Server_Character() |
GameFramework/CharacterMovementComponent.h | ||
TSharedPtr< FRootMotionSource > GetRootMotionSource
(
FName InstanceName |
Get a RootMotionSource from current root motion by name | GameFramework/CharacterMovementComponent.h | |
TSharedPtr< FRootMotionSource > GetRootMotionSourceByID
(
uint16 RootMotionSourceID |
Get a RootMotionSource from current root motion by ID | GameFramework/CharacterMovementComponent.h | |
int32 GetRVOAvoidanceUIDFast() |
END IRVOAvoidanceInterface a shortcut function to be called instead of GetRVOAvoidanceUID when callee knows it's dealing with a char movement comp | GameFramework/CharacterMovementComponent.h | |
float GetServerLastTransformUpdateTimeStamp() |
Get the value of ServerLastTransformUpdateTimeStamp. | GameFramework/CharacterMovementComponent.h | |
float GetSimulationTimeStep
(
float RemainingTime, |
Compute remaining time step given remaining time and current iterations. | GameFramework/CharacterMovementComponent.h | |
| When moving the character, we should inform physics as to whether we are teleporting. | GameFramework/CharacterMovementComponent.h | ||
float GetValidPerchRadius () |
Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). | GameFramework/CharacterMovementComponent.h |
|
float GetWalkableFloorAngle() |
Get the max angle in degrees of a walkable surface for the character. | GameFramework/CharacterMovementComponent.h | |
float GetWalkableFloorZ () |
Get the Z component of the normal of the steepest walkable surface for the character. | GameFramework/CharacterMovementComponent.h | |
FQuat GetWorldToGravityTransform() |
Returns a quaternion transforming from world to gravity space. | GameFramework/CharacterMovementComponent.h | |
virtual bool HandlePendingLaunch() |
Handle a pending launch during an update. Returns true if the launch was triggered. | GameFramework/CharacterMovementComponent.h | |
virtual void HandleWalkingOffLedge
(
const FVector& PreviousFloorImpactNormal, |
Trigger OnWalkingOffLedge event on CharacterOwner. | GameFramework/CharacterMovementComponent.h | |
bool HasAnimRootMotion () |
Returns true if we have Root Motion from animation to use in PerformMovement() physics. | GameFramework/CharacterMovementComponent.h | |
bool HasCustomGravity() |
Whether the gravity direction is different from UCharacterMovementComponent::DefaultGravityDirection. | GameFramework/CharacterMovementComponent.h |
|
bool HasRootMotionSources () |
Returns true if we have Root Motion from any source to use in PerformMovement() physics. | GameFramework/CharacterMovementComponent.h | |
virtual bool HasValidData() |
Return true if we have a valid CharacterOwner and UpdatedComponent. | GameFramework/CharacterMovementComponent.h | |
virtual float ImmersionDepth() |
Determine how deep in water the character is immersed. | GameFramework/CharacterMovementComponent.h | |
bool IsMovementInProgress () |
Returns true if currently performing a movement update. | GameFramework/CharacterMovementComponent.h | |
virtual bool IsValidLandingSpot
(
const FVector& CapsuleLocation, |
Verify that the supplied hit result is a valid landing spot when falling. | GameFramework/CharacterMovementComponent.h | |
virtual bool IsWalkable
(
const FHitResult& Hit |
Return true if the hit result should be considered a walkable surface for the character. | GameFramework/CharacterMovementComponent.h |
|
bool IsWalking() |
Returns true if the character is in the 'Walking' movement mode. | GameFramework/CharacterMovementComponent.h |
|
virtual bool IsWithinEdgeTolerance
(
const FVector& CapsuleLocation, |
Return true if the 2D distance to the impact point is inside the edge tolerance (CapsuleRadius minus a small rejection threshold). | GameFramework/CharacterMovementComponent.h | |
virtual void JumpOff
(
AActor* MovementBaseActor |
Force this pawn to bounce off its current base, which isn't an acceptable base for it. | GameFramework/CharacterMovementComponent.h | |
virtual void JumpOutOfWater
(
FVector WallNormal |
Jump onto shore from water | GameFramework/CharacterMovementComponent.h | |
virtual void K2_ComputeFloorDist
(
FVector CapsuleLocation, |
Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. | GameFramework/CharacterMovementComponent.h |
|
virtual void K2_FindFloor
(
FVector CapsuleLocation, |
Sweeps a vertical trace to find the floor for the capsule at the given location. | GameFramework/CharacterMovementComponent.h |
|
float K2_GetWalkableFloorAngle() |
Get the max angle in degrees of a walkable surface for the character. | GameFramework/CharacterMovementComponent.h |
|
float K2_GetWalkableFloorZ () |
Get the Z component of the normal of the steepest walkable surface for the character. | GameFramework/CharacterMovementComponent.h |
|
virtual void Launch
(
FVector const& LaunchVel |
Queue a pending launch with velocity LaunchVel. | GameFramework/CharacterMovementComponent.h | |
virtual void MaybeSaveBaseLocation() |
Call SaveBaseLocation() if not deferring updates (bDeferUpdateBasedMovement is false). | GameFramework/CharacterMovementComponent.h | |
virtual void MaybeUpdateBasedMovement
(
float DeltaSeconds |
Update or defer updating of position based on Base movement | GameFramework/CharacterMovementComponent.h | |
void MoveResponsePacked_ClientReceive
(
const FCharacterMoveResponsePackedBits& PackedBits |
On the client, receives a packed move response from the server, unpacks it by serializing into the MoveResponseContainer from GetMoveResponseDataContainer(), and passes the data container to ClientHandleMoveResponse(). | GameFramework/CharacterMovementComponent.h | |
void MoveResponsePacked_ServerSend
(
const FCharacterMoveResponsePackedBits& PackedBits |
Sends a move response from the server to the client (through character to avoid component RPC overhead), eventually calling MoveResponsePacked_ClientReceive() on the client. | GameFramework/CharacterMovementComponent.h | |
virtual void MoveSmooth
(
const FVector& InVelocity, |
Moves along the given movement direction using simple movement rules based on the current movement mode (usually used by simulated proxies). | GameFramework/CharacterMovementComponent.h | |
virtual FVector NewFallVelocity
(
const FVector& InitialVelocity, |
Compute new falling velocity from given velocity and gravity. | GameFramework/CharacterMovementComponent.h | |
virtual void NotifyJumpApex() |
Called if bNotifyApex is true and character has just passed the apex of its jump. | GameFramework/CharacterMovementComponent.h | |
virtual void OnRootMotionSourceBeingApplied
(
const FRootMotionSource* Source |
Called during ApplyRootMotionSource call, useful for project-specific alerts for "something is about to be altering our movement" | GameFramework/CharacterMovementComponent.h | |
virtual uint8 PackNetworkMovementMode() |
GameFramework/CharacterMovementComponent.h | ||
virtual void PerformAirControlForPathFollowing
(
FVector Direction, |
If ShouldPerformAirControlForPathFollowing() returns true, it will update Velocity and Acceleration to air control in the desired Direction for character using path following. | GameFramework/CharacterMovementComponent.h | |
virtual void PhysFalling
(
float deltaTime, |
Handle falling movement. | GameFramework/CharacterMovementComponent.h | |
virtual void PhysicsRotation
(
float DeltaTime |
Perform rotation over deltaTime | GameFramework/CharacterMovementComponent.h | |
virtual void PostPhysicsTickComponent
(
float DeltaTime, |
Tick function called after physics (sync scene) has finished simulation, before cloth | GameFramework/CharacterMovementComponent.h | |
virtual void PostProcessAvoidanceVelocity
(
FVector& NewVelocity |
Allows modifing avoidance velocity, called when bUseRVOPostProcess is set | GameFramework/CharacterMovementComponent.h | |
virtual void PrePhysicsTickComponent
(
float DeltaTime, |
Tick function called before physics | GameFramework/CharacterMovementComponent.h | |
FVector ProjectToGravityFloor
(
const FVector& Vector |
Project a vector onto the floor defined by the gravity direction. | GameFramework/CharacterMovementComponent.h | |
void RemoveRootMotionSource
(
FName InstanceName |
Remove a RootMotionSource from current root motion by name | GameFramework/CharacterMovementComponent.h | |
void RemoveRootMotionSourceByID
(
uint16 RootMotionSourceID |
Remove a RootMotionSource from current root motion by ID | GameFramework/CharacterMovementComponent.h | |
void RevertMove
(
const FVector& OldLocation, |
Revert to previous position OldLocation, return to being based on OldBase. | GameFramework/CharacterMovementComponent.h | |
FVector RotateGravityToWorld
(
const FVector& World |
Rotate a vector from world to gravity space. | GameFramework/CharacterMovementComponent.h | |
FVector RotateWorldToGravity
(
const FVector& Gravity |
Rotate a vector from gravity to world space. | GameFramework/CharacterMovementComponent.h | |
virtual FVector RoundAcceleration
(
FVector InAccel |
Round acceleration, for better consistency and lower bandwidth in networked games. | GameFramework/CharacterMovementComponent.h | |
virtual void SaveBaseLocation () |
Update OldBaseLocation and OldBaseQuat if there is a valid movement base, and store the relative location/rotation if necessary. | GameFramework/CharacterMovementComponent.h | |
virtual void ServerMove_HandleMoveData
(
const FCharacterNetworkMoveDataContainer& MoveDataContainer |
Handle movement data after it's unpacked from the ServerMovePacked_ServerReceive() call. | GameFramework/CharacterMovementComponent.h | |
virtual void ServerMove_PerformMovement
(
const FCharacterNetworkMoveData& MoveData |
Check timestamps, generate a delta time, and pass through movement params to MoveAutonomous. | GameFramework/CharacterMovementComponent.h | |
virtual bool ServerMove_Validate
(
float TimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
virtual bool ServerMoveDual_Validate
(
float TimeStamp0, |
GameFramework/CharacterMovementComponent.h | ||
virtual bool ServerMoveDualHybridRootMotion_Validate
(
float TimeStamp0, |
GameFramework/CharacterMovementComponent.h | ||
virtual bool ServerMoveOld_Validate
(
float OldTimeStamp, |
GameFramework/CharacterMovementComponent.h | ||
void ServerMovePacked_ClientSend
(
const FCharacterServerMovePackedBits& PackedBits |
The actual network RPCs for character movement are passed to ACharacter, which wrap to the _Implementation call here, to avoid Component RPC overhead. | GameFramework/CharacterMovementComponent.h | |
void ServerMovePacked_ServerReceive
(
const FCharacterServerMovePackedBits& PackedBits |
On the server, receives packed move data from the Character RPC, unpacks them into the FCharacterNetworkMoveDataContainer returned from GetNetworkMoveDataContainer(), and passes the data container to ServerMove_HandleMoveData(). | GameFramework/CharacterMovementComponent.h | |
void ServerSendMoveResponse
(
const FClientAdjustment& PendingAdjustment |
On the server, sends a packed move response to the client. | GameFramework/CharacterMovementComponent.h | |
void SetAvoidanceEnabled
(
bool bEnable |
Change avoidance state and registers in RVO manager if needed | GameFramework/CharacterMovementComponent.h |
|
void SetAvoidanceGroup
(
int32 GroupFlags |
GameFramework/CharacterMovementComponent.h |
|
|
void SetAvoidanceGroupMask
(
const FNavAvoidanceMask& GroupMask |
GameFramework/CharacterMovementComponent.h |
|
|
void SetAvoidanceVelocityLock
(
UAvoidanceManager* Avoidance, |
Lock avoidance velocity | GameFramework/CharacterMovementComponent.h | |
virtual void SetBase
(
UPrimitiveComponent* NewBase, |
Update the base of the character, which is the PrimitiveComponent we are standing on. | GameFramework/CharacterMovementComponent.h | |
void SetBaseFromFloor
(
const FFindFloorResult& FloorResult |
Update the base of the character, using the given floor result if it is walkable, or null if not. | GameFramework/CharacterMovementComponent.h | |
void SetCrouchedHalfHeight
(
const float NewValue |
Sets collision half-height when crouching and updates dependent computations | GameFramework/CharacterMovementComponent.h |
|
virtual void SetDefaultMovementMode() |
Set movement mode to the default based on the current physics volume. | GameFramework/CharacterMovementComponent.h | |
virtual void SetGravityDirection
(
const FVector& GravityDir |
Set a custom, local gravity direction to use during movement simulation. | GameFramework/CharacterMovementComponent.h |
|
void SetGravitySpaceZ
(
FVector& Vector, |
Set the vertical component of the vector to the given value in the gravity-space vertical direction. | GameFramework/CharacterMovementComponent.h | |
void SetGroundMovementMode
(
EMovementMode NewGroundMovementMode |
Set movement mode to use when returning to walking movement (either MOVE_Walking or MOVE_NavWalking). | GameFramework/CharacterMovementComponent.h | |
void SetGroupsToAvoid
(
int32 GroupFlags |
GameFramework/CharacterMovementComponent.h |
|
|
void SetGroupsToAvoidMask
(
const FNavAvoidanceMask& GroupMask |
GameFramework/CharacterMovementComponent.h |
|
|
void SetGroupsToIgnore
(
int32 GroupFlags |
GameFramework/CharacterMovementComponent.h |
|
|
void SetGroupsToIgnoreMask
(
const FNavAvoidanceMask& GroupMask |
GameFramework/CharacterMovementComponent.h |
|
|
virtual void SetMovementMode
(
EMovementMode NewMovementMode, |
Change movement mode. | GameFramework/CharacterMovementComponent.h |
|
void SetWalkableFloorAngle
(
float InWalkableFloorAngle |
Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ. | GameFramework/CharacterMovementComponent.h |
|
void SetWalkableFloorZ
(
float InWalkableFloorZ |
Set the Z component of the normal of the steepest walkable surface for the character. | GameFramework/CharacterMovementComponent.h |
|
virtual bool ShouldCatchAir
(
const FFindFloorResult& OldFloor, |
Whether Character should go into falling mode when walking and changing position, based on an old and new floor result (both of which are considered walkable). | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldCheckForValidLandingSpot
(
float DeltaTime, |
Determine whether we should try to find a valid landing spot after an impact with an invalid one (based on the Hit result). | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldComputePerchResult
(
const FHitResult& InHit, |
Check if the result of a sweep test (passed in InHit) might be a valid location to perch, in which case we should use ComputePerchResult to validate the location. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldCorrectRotation() |
Returns if the character rotation should be corrected on clients when sending a server move response correction. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldJumpOutOfWater
(
FVector& JumpDir |
Determine whether the Character should jump when exiting water. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldLimitAirControl
(
float DeltaTime, |
Returns true if falling movement should limit air control. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldPerformAirControlForPathFollowing() |
Whether Character should perform air control via PerformAirControlForPathFollowing when falling and following a path at the same time Default implementation always returns true during MOVE_Falling. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldRemainVertical() |
If true, DesiredRotation will be restricted to only Yaw component in PhysicsRotation() | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldUsePackedMovementRPCs () |
Determines whether to use packed movement RPCs with variable length payloads, or legacy code which has multiple functions required for different situations. | GameFramework/CharacterMovementComponent.h | |
void SimulateRootMotion
(
float DeltaSeconds, |
Simulate Root Motion physics on Simulated Proxies | GameFramework/CharacterMovementComponent.h | |
virtual void StartFalling
(
int32 Iterations, |
Transition from walking to falling | GameFramework/CharacterMovementComponent.h | |
virtual void StartNewPhysics
(
float deltaTime, |
Changes physics based on MovementMode | GameFramework/CharacterMovementComponent.h | |
virtual void StartSwimming
(
FVector OldLocation, |
Handle start swimming functionality | GameFramework/CharacterMovementComponent.h | |
virtual bool StepUp
(
const FVector& GravDir, |
Move up steps or slope. Does nothing and returns false if CanStepUp(Hit) returns false. | GameFramework/CharacterMovementComponent.h | |
float Swim
(
FVector Delta, |
Swimming uses gravity - but scaled by (1.f - buoyancy) | GameFramework/CharacterMovementComponent.h | |
virtual void UnCrouch
(
bool bClientSimulation |
Checks if default capsule size fits (no encroachment), and trigger OnEndCrouch() on the owner if successful. | GameFramework/CharacterMovementComponent.h | |
virtual void UnpackNetworkMovementMode
(
const uint8 ReceivedMode, |
GameFramework/CharacterMovementComponent.h | ||
virtual void UpdateBasedMovement
(
float DeltaSeconds |
Update position based on Base movement | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateBasedRotation
(
FRotator& FinalRotation, |
Update controller's view rotation as pawn's base rotates | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateCharacterStateAfterMovement
(
float DeltaSeconds |
Update the character state in PerformMovement after the position change. | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateCharacterStateBeforeMovement
(
float DeltaSeconds |
Update the character state in PerformMovement right before doing the actual position change | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateFloorFromAdjustment () |
React to instantaneous change in position. | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateProxyAcceleration () |
Used during SimulateMovement for proxies, this computes a new value for Acceleration before running proxy simulation. | GameFramework/CharacterMovementComponent.h | |
virtual bool VerifyClientTimeStamp
(
float TimeStamp, |
On the Server, verify that an incoming client TimeStamp is valid and has not yet expired. | GameFramework/CharacterMovementComponent.h | |
virtual float VisualizeMovement() |
Draw in-world debug information for character movement (called with p.VisualizeMovement > 0). | GameFramework/CharacterMovementComponent.h |
Overridden from UPawnMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void NotifyBumpedPawn
(
APawn* BumpedPawn |
Notify of collision in case we want to react, such as waking up avoidance or pathing code. | GameFramework/CharacterMovementComponent.h |
Overridden from UNavMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVector GetActorFeetLocation() |
Returns location of controlled actor's "feet" meaning center of bottom of collision bounding box | GameFramework/CharacterMovementComponent.h |
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddRadialForce
(
const FVector& Origin, |
Adds force from radial force components. | GameFramework/CharacterMovementComponent.h | |
virtual void AddRadialImpulse
(
const FVector& Origin, |
Adds impulse from radial force components. | GameFramework/CharacterMovementComponent.h | |
virtual float GetGravityZ() |
Returns gravity that affects this component | GameFramework/CharacterMovementComponent.h | |
virtual float GetMaxSpeed() |
Returns maximum speed of component in current movement mode. | GameFramework/CharacterMovementComponent.h | |
virtual void OnTeleported() |
Called by owning Character upon successful teleport from AActor::TeleportTo(). | GameFramework/CharacterMovementComponent.h | |
virtual void PhysicsVolumeChanged
(
APhysicsVolume* NewVolume |
Delegate when PhysicsVolume of UpdatedComponent has been changed | GameFramework/CharacterMovementComponent.h | |
virtual void SetUpdatedComponent
(
USceneComponent* NewUpdatedComponent |
Overridden to only allow registration with components owned by a Pawn. | GameFramework/CharacterMovementComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyWorldOffset
(
const FVector& InOffset, |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location | GameFramework/CharacterMovementComponent.h | |
virtual void BeginPlay () |
Begins Play for the component. | GameFramework/CharacterMovementComponent.h | |
virtual void Deactivate() |
Deactivates the SceneComponent. | GameFramework/CharacterMovementComponent.h | |
virtual void OnRegister() |
Overridden to update component properties that should be updated while being edited. | GameFramework/CharacterMovementComponent.h | |
virtual void RegisterComponentTickFunctions
(
bool bRegister |
Virtual call chain to register all tick functions | GameFramework/CharacterMovementComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | GameFramework/CharacterMovementComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
GameFramework/CharacterMovementComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameFramework/CharacterMovementComponent.h | ||
virtual void PostLoad() |
GameFramework/CharacterMovementComponent.h | ||
virtual void Serialize
(
FArchive& Archive |
GameFramework/CharacterMovementComponent.h |
Overridden from INavMovementInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanStartPathFollowing() |
Returns true if path following can start | GameFramework/CharacterMovementComponent.h | |
virtual bool CanStopPathFollowing() |
Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop) | GameFramework/CharacterMovementComponent.h | |
virtual float GetPathFollowingBrakingDistance
(
float MaxSpeed |
Returns braking distance for acceleration driven path following | GameFramework/CharacterMovementComponent.h | |
virtual bool IsCrouching() |
Returns true if currently crouching | GameFramework/CharacterMovementComponent.h | |
virtual bool IsFalling() |
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground) | GameFramework/CharacterMovementComponent.h | |
virtual bool IsFlying() |
Returns true if currently flying (moving through a non-fluid volume without resting on the ground) | GameFramework/CharacterMovementComponent.h | |
virtual bool IsMovingOnGround() |
Returns true if currently moving on the ground (e.g. walking or driving) | GameFramework/CharacterMovementComponent.h | |
virtual bool IsSwimming() |
Returns true if currently swimming (moving through a fluid volume) | GameFramework/CharacterMovementComponent.h | |
virtual void RequestDirectMove
(
const FVector& MoveVelocity, |
Path following: request new velocity | GameFramework/CharacterMovementComponent.h | |
virtual void RequestPathMove
(
const FVector& MoveInput |
UNavMovementComponent override for input operations. | GameFramework/CharacterMovementComponent.h | |
virtual void StopActiveMovement() |
Begin: Functions to be implemented here for shared functionality. | GameFramework/CharacterMovementComponent.h |
Overridden from IRVOAvoidanceInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 GetAvoidanceGroupMask() |
This actor's avoidance group mask | GameFramework/CharacterMovementComponent.h | |
virtual int32 GetGroupsToAvoidMask() |
Agent groups to avoid mask | GameFramework/CharacterMovementComponent.h | |
virtual int32 GetGroupsToIgnoreMask() |
Agent groups to ignore | GameFramework/CharacterMovementComponent.h | |
virtual float GetRVOAvoidanceConsiderationRadius() |
The scaled collider radius to consider for RVO avoidance | GameFramework/CharacterMovementComponent.h | |
virtual float GetRVOAvoidanceHeight() |
The scaled collider height to consider for RVO avoidance | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetRVOAvoidanceOrigin() |
Get the Location from where the RVO avoidance should originate | GameFramework/CharacterMovementComponent.h | |
virtual float GetRVOAvoidanceRadius() |
The scaled collider radius to consider for RVO avoidance | GameFramework/CharacterMovementComponent.h | |
virtual int32 GetRVOAvoidanceUID() |
Return the AvoidanceUID assigned by the Avoidance Manager during registration | GameFramework/CharacterMovementComponent.h | |
virtual float GetRVOAvoidanceWeight() |
Returns the AvoidanceWeight assigned by the Avoidance Manager during registration | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetVelocityForRVOConsideration() |
The velocity of the avoiding entity | GameFramework/CharacterMovementComponent.h | |
virtual void SetAvoidanceGroupMask
(
int32 GroupFlags |
Store the avoidance group mask | GameFramework/CharacterMovementComponent.h | |
virtual void SetGroupsToAvoidMask
(
int32 GroupFlags |
Store the groups to avoid mask | GameFramework/CharacterMovementComponent.h | |
virtual void SetGroupsToIgnoreMask
(
int32 GroupFlags |
Store the groups to ignore mask | GameFramework/CharacterMovementComponent.h | |
virtual void SetRVOAvoidanceUID
(
int32 UID |
BEGIN IRVOAvoidanceInterface | GameFramework/CharacterMovementComponent.h | |
virtual void SetRVOAvoidanceWeight
(
float Weight |
Store the AvoidanceWeight generated by the Avoidance Manager | GameFramework/CharacterMovementComponent.h |
Overridden from INetworkPredictionInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ForcePositionUpdate
(
float DeltaTime |
(Server) Trigger a position update on clients, if the server hasn't heard from them in a while. | GameFramework/CharacterMovementComponent.h | |
virtual FNetworkPredictionData_Client * GetPredictionData_Client () |
Get prediction data for a client game. | GameFramework/CharacterMovementComponent.h | |
virtual FNetworkPredictionData_Server * GetPredictionData_Server () |
Get prediction data for a server game. | GameFramework/CharacterMovementComponent.h | |
virtual bool HasPredictionData_Client() |
Accessor to check if there is already client data, without potentially allocating it on demand. | GameFramework/CharacterMovementComponent.h | |
virtual bool HasPredictionData_Server() |
Accessor to check if there is already server data, without potentially allocating it on demand. | GameFramework/CharacterMovementComponent.h | |
virtual void ResetPredictionData_Client() |
Resets client prediction data. | GameFramework/CharacterMovementComponent.h | |
virtual void ResetPredictionData_Server() |
Resets server prediction data. | GameFramework/CharacterMovementComponent.h | |
virtual void SendClientAdjustment() |
Server hook. | GameFramework/CharacterMovementComponent.h | |
virtual void SmoothCorrection
(
const FVector& OldLocation, |
Client hook. | GameFramework/CharacterMovementComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AccumulateRootMotionForAsync
(
float DeltaSeconds, |
Prepare root motion to be passed on to physics thread | GameFramework/CharacterMovementComponent.h | |
virtual void AdjustProxyCapsuleSize () |
Adjust the size of the capsule on simulated proxies, to avoid overlaps due to replication rounding. | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyAsyncOutput
(
FCharacterMovementComponentAsyncOutput& Output |
Apply outputs from async sim. | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyImpactPhysicsForces
(
const FHitResult& Impact, |
Apply physics forces to the impacted component, if bEnablePhysicsInteraction is true. | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyRootMotionToVelocity
(
float deltaTime |
Applies root motion from root motion sources to velocity (override and additive) | GameFramework/CharacterMovementComponent.h | |
virtual void ApplyVelocityBraking
(
float DeltaTime, |
Slows towards stop. | GameFramework/CharacterMovementComponent.h | |
virtual float BoostAirControl
(
float DeltaTime, |
Increase air control if conditions of AirControlBoostMultiplier and AirControlBoostVelocityThreshold are met. | GameFramework/CharacterMovementComponent.h | |
virtual void BuildAsyncInput() |
GameFramework/CharacterMovementComponent.h | ||
virtual void CallMovementUpdateDelegate
(
float DeltaSeconds, |
Internal function to call OnMovementUpdated delegate on CharacterOwner. | GameFramework/CharacterMovementComponent.h | |
virtual void CallServerMovePacked
(
const FSavedMove_Character* NewMove, |
On the client, calls the ServerMovePacked_ClientSend() function with packed movement data. | GameFramework/CharacterMovementComponent.h | |
virtual bool CanDelaySendingMove
(
const FSavedMovePtr& NewMove |
Return true if it is OK to delay sending this player movement to the server, in order to conserve bandwidth. | GameFramework/CharacterMovementComponent.h | |
virtual void CapsuleTouched
(
UPrimitiveComponent* OverlappedComp, |
Called when the collision capsule touches another primitive component | GameFramework/CharacterMovementComponent.h | |
virtual bool ClientUpdatePositionAfterServerUpdate () |
If bUpdatePosition is true, then replay any unacked moves. | GameFramework/CharacterMovementComponent.h | |
virtual float ComputeAnalogInputModifier() |
Computes the analog input modifier based on current input vector and/or acceleration. | GameFramework/CharacterMovementComponent.h | |
virtual FVector ComputeGroundMovementDelta
(
const FVector& Delta, |
Compute a vector of movement, given a delta and a hit result of the surface we are on. | GameFramework/CharacterMovementComponent.h | |
virtual FVector ConstrainInputAcceleration
(
const FVector& InputAcceleration |
Enforce constraints on input given current state. | GameFramework/CharacterMovementComponent.h | |
virtual void ControlledCharacterMove
(
const FVector& InputVector, |
Updates acceleration and perform movement, called from the TickComponent on the authoritative side for controlled characters, or on the client for characters without a controller when either playing root motion or bRunPhysicsWithNoController is true. | GameFramework/CharacterMovementComponent.h | |
void DecayFormerBaseVelocity
(
float deltaTime |
Reduces former base velocity according to FormerBaseVelocityDecayHalfLife | GameFramework/CharacterMovementComponent.h | |
DEPRECATED_CHARACTER_MOVEMENT_RPC
(
CallServerMove, |
Call the appropriate replicated ServerMove() function to send a client player move to the server. | GameFramework/CharacterMovementComponent.h | |
virtual void FillAsyncInput
(
const FVector& InputVector, |
Prepare inputs for asynchronous simulation on physics thread | GameFramework/CharacterMovementComponent.h | |
virtual void FindBestNavMeshLocation
(
const FVector& TraceStart, |
Performs trace for ProjectLocationFromNavMesh | GameFramework/CharacterMovementComponent.h | |
virtual float GetClientNetSendDeltaTime
(
const APlayerController* PC, |
Determine minimum delay between sending client updates to the server. | GameFramework/CharacterMovementComponent.h | |
| Current move data being processed or handled. | GameFramework/CharacterMovementComponent.h | ||
| Get the struct used for server response RPC serialization. | GameFramework/CharacterMovementComponent.h | ||
const INavigationDataInterface * GetNavData() |
Get Navigation data for the Character. Returns null if there is no associated nav data. | GameFramework/CharacterMovementComponent.h | |
| Get the struct used for client to server move RPC serialization. | GameFramework/CharacterMovementComponent.h | ||
FCollisionShape GetPawnCapsuleCollisionShape
(
const EShrinkCapsuleExtent ShrinkMode, |
Get the collision shape for the Pawn owner, possibly reduced in size depending on ShrinkMode. | GameFramework/CharacterMovementComponent.h | |
FVector GetPawnCapsuleExtent
(
const EShrinkCapsuleExtent ShrinkMode, |
Get the capsule extent for the Pawn owner, possibly reduced in size depending on ShrinkMode. | GameFramework/CharacterMovementComponent.h | |
virtual FVector HandleSlopeBoosting
(
const FVector& SlideResult, |
Limit the slide vector when falling if the resulting slide might boost the character faster upwards. | GameFramework/CharacterMovementComponent.h | |
virtual void HandleSwimmingWallHit
(
const FHitResult& Hit, |
Allow custom handling when character hits a wall while swimming. | GameFramework/CharacterMovementComponent.h | |
virtual bool IsAsyncCallbackRegistered() |
GameFramework/CharacterMovementComponent.h | ||
bool IsClientTimeStampValid
(
float TimeStamp, |
Internal const check for client timestamp validity without side-effects. | GameFramework/CharacterMovementComponent.h | |
virtual FVector LimitAirControl
(
float DeltaTime, |
Limits the air control to use during falling movement, given an impact while falling. | GameFramework/CharacterMovementComponent.h | |
virtual void MaintainHorizontalGroundVelocity () |
Adjusts velocity when walking so that Z velocity is zero. | GameFramework/CharacterMovementComponent.h | |
virtual void MoveAlongFloor
(
const FVector& InVelocity, |
Move along the floor, using CurrentFloor and ComputeGroundMovementDelta() to get a movement direction. | GameFramework/CharacterMovementComponent.h | |
virtual void MoveAutonomous
(
float ClientTimeStamp, |
Process a move at the given time stamp, given the compressed flags representing various events that occurred (ie jump). | GameFramework/CharacterMovementComponent.h | |
virtual void OnCharacterStuckInGeometry
(
const FHitResult* Hit |
Notification that the character is stuck in geometry. Only called during walking movement. | GameFramework/CharacterMovementComponent.h | |
virtual void OnClientCorrectionReceived
(
FNetworkPredictionData_Client_Character& ClientData, |
END DEPRECATED movement RPCs. | GameFramework/CharacterMovementComponent.h | |
virtual void OnClientTimeStampResetDetected() |
Called by UCharacterMovementComponent::VerifyClientTimeStamp() when a client timestamp reset has been detected and is valid. | GameFramework/CharacterMovementComponent.h | |
virtual void OnMovementModeChanged
(
EMovementMode PreviousMovementMode, |
Called after MovementMode has changed. | GameFramework/CharacterMovementComponent.h | |
virtual void OnMovementUpdated
(
float DeltaSeconds, |
Event triggered at the end of a movement update. | GameFramework/CharacterMovementComponent.h | |
virtual void OnTimeDiscrepancyDetected
(
float CurrentTimeDiscrepancy, |
Called by UCharacterMovementComponent::ProcessClientTimeStampForTimeDiscrepancy() (on server) when the time from client moves significantly differs from the server time, indicating potential time manipulation by clients (speed hacks, significant network issues, client performance problems) | GameFramework/CharacterMovementComponent.h | |
virtual void OnUnableToFollowBaseMove
(
const FVector& DeltaPosition, |
Event triggered when we are moving on a base but we are not able to move the full DeltaPosition because something has blocked us. | GameFramework/CharacterMovementComponent.h | |
virtual void PerformMovement
(
float DeltaTime |
Movement functions broken out based on owner's network Role. | GameFramework/CharacterMovementComponent.h | |
virtual void PhysCustom
(
float deltaTime, |
Movement update functions should only be called through StartNewPhysics() | GameFramework/CharacterMovementComponent.h | |
virtual void PhysFlying
(
float deltaTime, |
Movement update functions should only be called through StartNewPhysics() | GameFramework/CharacterMovementComponent.h | |
virtual void PhysNavWalking
(
float deltaTime, |
Movement update functions should only be called through StartNewPhysics() | GameFramework/CharacterMovementComponent.h | |
virtual void PhysSwimming
(
float deltaTime, |
Movement update functions should only be called through StartNewPhysics() | GameFramework/CharacterMovementComponent.h | |
virtual void PhysWalking
(
float deltaTime, |
Movement update functions should only be called through StartNewPhysics() | GameFramework/CharacterMovementComponent.h | |
virtual void PostBuildAsyncInput() |
GameFramework/CharacterMovementComponent.h | ||
virtual void ProcessAsyncOutput() |
GameFramework/CharacterMovementComponent.h | ||
virtual void ProcessClientTimeStampForTimeDiscrepancy
(
float ClientTimeStamp, |
Processes client timestamps from ServerMoves, detects and protects against time discrepancy between client-reported times and server time Called by UCharacterMovementComponent::VerifyClientTimeStamp() for valid timestamps. | GameFramework/CharacterMovementComponent.h | |
virtual void ProcessLanded
(
const FHitResult& Hit, |
Handle landing against Hit surface over remaingTime and iterations, calling SetPostLandedPhysics() and starting the new movement mode. | GameFramework/CharacterMovementComponent.h | |
virtual FVector ProjectLocationFromNavMesh
(
float DeltaSeconds, |
Attempts to better align navmesh walking characters with underlying geometry (sometimes navmesh can differ quite significantly from geometry). | GameFramework/CharacterMovementComponent.h | |
virtual void RegisterAsyncCallback() |
Register async callback with physics system. | GameFramework/CharacterMovementComponent.h | |
virtual void ReplicateMoveToServer
(
float DeltaTime, |
Here's how player movement prediction, replication and correction works in network games: | GameFramework/CharacterMovementComponent.h | |
virtual void RestorePreAdditiveRootMotionVelocity() |
Restores Velocity to LastPreAdditiveVelocity during Root Motion Phys*() function calls | GameFramework/CharacterMovementComponent.h | |
virtual FVector ScaleInputAcceleration
(
const FVector& InputAcceleration |
Scale input acceleration, based on movement acceleration rate. | GameFramework/CharacterMovementComponent.h | |
virtual void ServerAutonomousProxyTick
(
float DeltaSeconds |
Special Tick to allow custom server-side functionality on Autonomous Proxies. | GameFramework/CharacterMovementComponent.h | |
virtual bool ServerCheckClientError
(
float ClientTimeStamp, |
Check for Server-Client disagreement in position or other movement state important enough to trigger a client correction. | GameFramework/CharacterMovementComponent.h | |
virtual bool ServerExceedsAllowablePositionError
(
float ClientTimeStamp, |
Check position error within ServerCheckClientError(). | GameFramework/CharacterMovementComponent.h | |
virtual void ServerMoveHandleClientError
(
float ClientTimeStamp, |
Have the server check if the client is outside an error tolerance, and queue a client adjustment if so. | GameFramework/CharacterMovementComponent.h | |
virtual bool ServerShouldUseAuthoritativePosition
(
float ClientTimeStamp, |
If ServerCheckClientError() does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result. | GameFramework/CharacterMovementComponent.h | |
void SetCurrentNetworkMoveData
(
FCharacterNetworkMoveData* CurrentData |
Used internally to set the FCharacterNetworkMoveData currently being processed, either being serialized or replayed on the client, or being received and processed on the server. | GameFramework/CharacterMovementComponent.h | |
void SetCurrentReplayedSavedMove
(
FSavedMove_Character* SavedMove |
Used internally to save the SavedMove currently being replayed on the client so it is accessible to any functions that might need it. | GameFramework/CharacterMovementComponent.h | |
void SetMoveResponseDataContainer
(
FCharacterMoveResponseDataContainer& PersistentDataStorage |
Set custom struct used for server response RPC serialization. | GameFramework/CharacterMovementComponent.h | |
virtual void SetNavWalkingPhysics
(
bool bEnable |
Switch collision settings for NavWalking mode (ignore world collisions) | GameFramework/CharacterMovementComponent.h | |
void SetNetworkMoveDataContainer
(
FCharacterNetworkMoveDataContainer& PersistentDataStorage |
Set custom struct used for client to server move RPC serialization. | GameFramework/CharacterMovementComponent.h | |
virtual void SetPostLandedPhysics
(
const FHitResult& Hit |
Use new physics after landing. Defaults to swimming if in water, walking otherwise. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldCancelAdaptiveReplication() |
On the server if we know we are having our replication rate throttled, this method checks if important replicated properties have changed that should cause us to return to the normal replication rate. | GameFramework/CharacterMovementComponent.h | |
virtual bool ShouldComputeAccelerationToReachRequestedVelocity
(
const float RequestedSpeed |
When a character requests a velocity (like when following a path), this method returns true if when we should compute the acceleration toward requested velocity (including friction). | GameFramework/CharacterMovementComponent.h | |
virtual void SimulatedTick
(
float DeltaSeconds |
Special Tick for Simulated Proxies | GameFramework/CharacterMovementComponent.h | |
virtual void SimulateMovement
(
float DeltaTime |
Simulate movement on a non-owning client. Called by SimulatedTick(). | GameFramework/CharacterMovementComponent.h | |
virtual void SmoothClientPosition
(
float DeltaSeconds |
Smooth mesh location for network interpolation, based on values set up by SmoothCorrection. | GameFramework/CharacterMovementComponent.h | |
void SmoothClientPosition_Interpolate
(
float DeltaSeconds |
Update interpolation values for client smoothing. | GameFramework/CharacterMovementComponent.h | |
void SmoothClientPosition_UpdateVisuals() |
Update mesh location based on interpolated values. | GameFramework/CharacterMovementComponent.h | |
virtual void TickCharacterPose
(
float DeltaTime |
Ticks the characters pose and accumulates root motion | GameFramework/CharacterMovementComponent.h | |
virtual bool TryToLeaveNavWalking () |
Checks to see if the current location is not encroaching blocking geometry so the character can leave NavWalking. | GameFramework/CharacterMovementComponent.h | |
void UpdateDefaultAvoidance() |
Called in Tick to update data in RVO avoidance manager | GameFramework/CharacterMovementComponent.h | |
virtual void UpdateFromCompressedFlags
(
uint8 Flags |
Unpack compressed flags from a saved move and set state accordingly. | GameFramework/CharacterMovementComponent.h |
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FVector ComputeSlideVector
(
const FVector& Delta, |
Calculate slide vector along a surface. | GameFramework/CharacterMovementComponent.h | |
virtual FVector GetPenetrationAdjustment
(
const FHitResult& Hit |
Overridden to enforce max distances based on hit geometry. | GameFramework/CharacterMovementComponent.h | |
virtual void HandleImpact
(
const FHitResult& Hit, |
Handle a blocking impact. | GameFramework/CharacterMovementComponent.h | |
virtual bool ResolvePenetrationImpl
(
const FVector& Adjustment, |
Overridden to set bJustTeleported to true, so we don't make incorrect velocity calculations based on adjusted movement. | GameFramework/CharacterMovementComponent.h | |
virtual float SlideAlongSurface
(
const FVector& Delta, |
Custom version of SlideAlongSurface that handles different movement modes separately; namely during walking physics we might not want to slide up slopes. | GameFramework/CharacterMovementComponent.h | |
virtual void TwoWallAdjust
(
FVector& WorldSpaceDelta, |
Custom version that allows upwards slides when walking if the surface is walkable. | GameFramework/CharacterMovementComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
GameFramework/CharacterMovementComponent.h | ||
static uint32 PackYawAndPitchTo32
(
const float Yaw, |
GameFramework/CharacterMovementComponent.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceBraking_DEPRECATED | uint32 | Deprecated properties. | GameFramework/CharacterMovementComponent.h | |
| CrouchedSpeedMultiplier_DEPRECATED | float | Multiplier to max ground speed to use when crouched | GameFramework/CharacterMovementComponent.h | |
| UpperImpactNormalScale_DEPRECATED | float | GameFramework/CharacterMovementComponent.h |