Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UMovementComponent
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool SafeMoveUpdatedComponent
(
const FVector& Delta, |
Calls MoveUpdatedComponent(), handling initial penetrations by calling ResolvePenetration(). | GameFramework/MovementComponent.h | |
bool SafeMoveUpdatedComponent
(
const FVector& Delta, |
GameFramework/MovementComponent.h |
SafeMoveUpdatedComponent(const FVector &, const FQuat &, bool, FHitResult &, ETeleportType)
Description
Calls MoveUpdatedComponent(), handling initial penetrations by calling ResolvePenetration(). If this adjustment succeeds, the original movement will be attempted again.
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat).
The 'Teleport' flag is currently always treated as 'None' (not teleporting) when used in an active FScopedMovementUpdate.
| Name | SafeMoveUpdatedComponent |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/MovementComponent.h |
| Include Path | #include "GameFramework/MovementComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/MovementComponent.cpp |
bool SafeMoveUpdatedComponent
(
const FVector & Delta,
const FQuat & NewRotation,
bool bSweep,
FHitResult & OutHit,
ETeleportType Teleport
)
result of the final MoveUpdatedComponent() call.
SafeMoveUpdatedComponent(const FVector &, const FRotator &, bool, FHitResult &, ETeleportType)
| Name | SafeMoveUpdatedComponent |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/MovementComponent.h |
| Include Path | #include "GameFramework/MovementComponent.h" |
bool SafeMoveUpdatedComponent
(
const FVector & Delta,
const FRotator & NewRotation,
bool bSweep,
FHitResult & OutHit,
ETeleportType Teleport
)