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