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Movement component updates position of associated PrimitiveComponent during its tick FloatingPawnMovement is a movement component that provides simple movement for any Pawn class. Limits on speed and acceleration are provided, while gravity is not implemented.
Normally the root component of the owning actor is moved, however another component may be selected (see SetUpdatedComponent()). During swept (non-teleporting) movement only collision of UpdatedComponent is considered, attached components will teleport to the end location ignoring collision.
| Name | UFloatingPawnMovement |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/FloatingPawnMovement.h |
| Include Path | #include "GameFramework/FloatingPawnMovement.h" |
Syntax
UCLASS (ClassGroup=Movement, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UFloatingPawnMovement : public UPawnMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMovementComponent → UNavMovementComponent → UPawnMovementComponent → UFloatingPawnMovement
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UFloatingPawnMovement
(
const FObjectInitializer& ObjectInitializer |
GameFramework/FloatingPawnMovement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Acceleration | float | Acceleration applied by input (rate of change of velocity) | GameFramework/FloatingPawnMovement.h |
|
| Deceleration | float | Deceleration applied when there is no input (rate of change of velocity) | GameFramework/FloatingPawnMovement.h |
|
| MaxSpeed | float | Maximum velocity magnitude allowed for the controlled Pawn. | GameFramework/FloatingPawnMovement.h |
|
| TurningBoost | float | Setting affecting extra force applied when changing direction, making turns have less drift and become more responsive. | GameFramework/FloatingPawnMovement.h |
|
Functions
Public
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual float GetMaxSpeed() |
Returns maximum speed of component in current movement mode. | GameFramework/FloatingPawnMovement.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | GameFramework/FloatingPawnMovement.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyControlInputToVelocity
(
float DeltaTime |
Update Velocity based on input. Also applies gravity. | GameFramework/FloatingPawnMovement.h | |
virtual bool LimitWorldBounds() |
Prevent Pawn from leaving the world bounds (if that restriction is enabled in WorldSettings) | GameFramework/FloatingPawnMovement.h |
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ResolvePenetrationImpl
(
const FVector& Adjustment, |
GameFramework/FloatingPawnMovement.h |