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Frame inputs for all pathed movement Any property that can change during game time must be delivered in this way, only immutable properties can be safely referenced directly on the object they come from (usually the movement mode)
NOTE: MovementStartFrame and LastChangeFrame use integer frame numbers for scheduling and ordering. This is correct in async (fixed-dt) mode, where both server and client share the same synchronized frame counter. In non-async (variable-dt) mode, frame numbers are a local monotonic counter and are NOT synchronized across endpoints. The current implicit assumption is: networked => fixed-dt, variable-dt => standalone only. To support variable-dt networking properly, these fields would need to become FMoverTime.
| Name | FChaosPathedMovementInputs |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
| Include Path | #include "ChaosMover/PathedMovement/ChaosPathedMovementTypes.h" |
Syntax
USTRUCT ()
struct FChaosPathedMovementInputs : public FMoverDataStructBase
Inheritance Hierarchy
- FMoverDataStructBase → FChaosPathedMovementInputs
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LastChangeFrame | int32 | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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| MovementStartFrame | int32 | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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| Props | FChaosMutablePathedMovementProperties | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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