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State of a pathed movement that persists from frame to frame
| Name | FChaosPathedMovementState |
| 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 FChaosPathedMovementState : public FMoverDataStructBase
Inheritance Hierarchy
- FMoverDataStructBase → FChaosPathedMovementState
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasFinished | bool | Whether the previous playback finished by reaching the end of its overall progression (could be 0 or 1 depending on movement properties) | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
|
| bIsPathProgressionIncreasing | bool | Whether traveling from 0 to 1 (true) or 1 to 0 (false) | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
|
| LastChangePathProgress | float | A path progress is a value between 0 and 1 that can be directly used along the path to calculate the position on it, 0.0 being a the start of the progression along the path, 1.0 being at the end of that progression. | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
|
| LastChangeTime | FMoverTime | The time at which the last change in movement properties occurred (set to the start of that frame). | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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| LatestMovementStartFrame | int32 | The frame at which we last started playing, or INDEX_NONE if we were never playing. | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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| PropertiesInEffect | FChaosMutablePathedMovementProperties | The mutable properties in effect | ChaosMover/PathedMovement/ChaosPathedMovementTypes.h |
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