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Move the root component between a series of points over a given time *
| Name | UInterpToMovementComponent |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Components/InterpToMovementComponent.h |
| Include Path | #include "Components/InterpToMovementComponent.h" |
Syntax
UCLASS (ClassGroup=Movement, Meta=(BlueprintSpawnableComponent), HideCategories=Velocity,
MinimalAPI)
class UInterpToMovementComponent : public UMovementComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UMovementComponent → UInterpToMovementComponent
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInterpToMovementComponent
(
const FObjectInitializer& ObjectInitializer |
Components/InterpToMovementComponent.h |
Classes
| Name | Remarks |
|---|---|
| FOnInterpToResetDelegate | |
| FOnInterpToReverseDelegate | |
| FOnInterpToStopDelegate | |
| FOnInterpToWaitBeginDelegate | |
| FOnInterpToWaitEndDelegate |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| MIN_TICK_TIME | const float | Minimum delta time considered when ticking. | Components/InterpToMovementComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCheckIfStillInWorld | bool | Do we want this comp to perform CheckStillInWorld checks? | Components/InterpToMovementComponent.h |
|
| BehaviourType | EInterpToBehaviourType | Movement behaviour of the component | Components/InterpToMovementComponent.h |
|
| bForceSubStepping | uint32 | If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. | Components/InterpToMovementComponent.h |
|
| bPauseOnImpact | uint32 | If true, will pause movement on impact. | Components/InterpToMovementComponent.h |
|
| bSweep | bool | If true, will sweep for blocking collision during movement. | Components/InterpToMovementComponent.h |
|
| ControlPoints | TArray< FInterpControlPoint > | List of control points to visit. | Components/InterpToMovementComponent.h |
|
| Duration | float | How long to take to move from the first point to the last (or vice versa) | Components/InterpToMovementComponent.h |
|
| MaxSimulationIterations | int32 | Max number of iterations used for each discrete simulation step. | Components/InterpToMovementComponent.h |
|
| MaxSimulationTimeStep | float | Max time delta for each discrete simulation step. | Components/InterpToMovementComponent.h |
|
| OnInterpToReverse | FOnInterpToReverseDelegate | Called when InterpTo impacts something and reverse is enabled. | Components/InterpToMovementComponent.h |
|
| OnInterpToStop | FOnInterpToStopDelegate | Called when InterpTo has come to a stop. | Components/InterpToMovementComponent.h |
|
| OnResetDelegate | FOnInterpToResetDelegate | Called when InterpTo reached the end and reset back to start . | Components/InterpToMovementComponent.h |
|
| OnWaitBeginDelegate | FOnInterpToWaitBeginDelegate | Called when InterpTo has come to a stop but will resume when possible. | Components/InterpToMovementComponent.h |
|
| OnWaitEndDelegate | FOnInterpToWaitEndDelegate | Called when InterpTo has resumed following a stop. | Components/InterpToMovementComponent.h |
|
| SpeedMultiplier | float | Change the speed of movement. | Components/InterpToMovementComponent.h |
|
| TeleportType | ETeleportType | Physics teleport type. | Components/InterpToMovementComponent.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPointsFinalized | bool | Components/InterpToMovementComponent.h | ||
| StartLocation | FVector | Components/InterpToMovementComponent.h | ||
| TotalDistance | float | Components/InterpToMovementComponent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddControlPointPosition
(
FVector Pos, |
Add a control point that represents a position. | Components/InterpToMovementComponent.h |
|
virtual bool CheckStillInWorld () |
This will check to see if the InterpTo is still in the world. | Components/InterpToMovementComponent.h | |
void FinaliseControlPoints () |
Initialise the control points array. | Components/InterpToMovementComponent.h |
|
float GetSimulationTimeStep
(
float RemainingTime, |
Compute remaining time step given remaining time and current iterations. | Components/InterpToMovementComponent.h | |
bool HasStoppedSimulation() |
Components/InterpToMovementComponent.h | ||
void ResetControlPoints() |
Clear the control points array and set to stopped. | Components/InterpToMovementComponent.h |
|
void RestartMovement
(
float InitialDirection |
Reset to start. Sets time to zero and direction to 1. | Components/InterpToMovementComponent.h |
|
virtual bool ShouldUseSubStepping () |
Determine whether or not to use substepping in the InterpTo motion update. | Components/InterpToMovementComponent.h | |
void StopSimulating
(
const FHitResult& HitResult |
Clears the reference to UpdatedComponent, fires stop event, and stops ticking. | Components/InterpToMovementComponent.h |
|
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void StopMovementImmediately() |
Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration). | Components/InterpToMovementComponent.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 | Components/InterpToMovementComponent.h | |
virtual void BeginPlay () |
Begins Play for the component. | Components/InterpToMovementComponent.h | |
virtual void TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | Components/InterpToMovementComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Components/InterpToMovementComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateNewTime
(
float TimeNow, |
Calculate the new current time | Components/InterpToMovementComponent.h | |
virtual FVector ComputeMoveDelta
(
float Time |
Compute the distance for the given time. | Components/InterpToMovementComponent.h | |
bool HandleHitWall
(
const FHitResult& Hit, |
Components/InterpToMovementComponent.h | ||
void ReverseDirection
(
const FHitResult& Hit, |
Reverse direction we are moving | Components/InterpToMovementComponent.h | |
virtual void UpdateControlPoints
(
bool InForceUpdate |
Update the control points. | Components/InterpToMovementComponent.h |
Overridden from UMovementComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void HandleImpact
(
const FHitResult& Hit, |
Deal with an impact. Change direction, stop etc depending on the current behaviour setting. | Components/InterpToMovementComponent.h |