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Chaos character falling mode
| Name | UChaosFallingMode |
| Type | class |
| Header File | /Engine/Plugins/Experimental/ChaosMover/Source/ChaosMover/Public/ChaosMover/Character/Modes/ChaosFallingMode.h |
| Include Path | #include "ChaosMover/Character/Modes/ChaosFallingMode.h" |
Syntax
UCLASS (MinimalAPI, Blueprintable, BlueprintType, EditInlineNew, DefaultToInstanced)
class UChaosFallingMode : public UChaosCharacterMovementMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBaseMovementMode → UChaosMovementMode → UChaosCharacterMovementMode → UChaosFallingMode
Implements Interfaces
- IChaosCharacterConstraintMovementModeInterface
- IChaosCharacterMovementModeInterface
- IChaosPostSimulationTickInterface
- IChaosPreSimulationTickInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UChaosFallingMode
(
const FObjectInitializer& ObjectInitializer |
ChaosMover/Character/Modes/ChaosFallingMode.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AirControlPercentage | float | When falling, amount of movement control available to the actor. 0 = no control, 1 = full control | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| bAlwaysClampRequestedVelocityToMaxSpeed | bool | If true and input requests a velocity, whether to always clamp that velocity to max speed, regardless of input's bForceMaxSpeed flag | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| bCancelVerticalSpeedOnLanding | bool | If true, actor will land and lose all speed in the vertical direction upon landing. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| bShouldApplyAngularVelocityToTarget | bool | Whether the character can apply angular velocity to respond to stick input | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| bShouldClampTerminalVerticalSpeed | bool | When exceeding maximum vertical speed, should it be enforced via a hard clamp? If false, VerticalFallingDeceleration will be used for a smoother transition to the terminal speed limit. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| FallingAngularFriction | float | Friction to apply to rotational air movement. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| FallingDeceleration | float | Deceleration to apply to air movement when falling slower than terminal velocity. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| FallingLateralFriction | float | Friction to apply to air movement. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| OverTerminalSpeedFallingDeceleration | float | Deceleration to apply to air movement when falling faster than terminal velocity Note: This is NOT applied to vertical velocity, only movement plane velocity | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| TerminalMovementPlaneSpeed | float | If the actor's movement plane velocity is greater than this speed falling will start applying OverTerminalSpeedFallingDeceleration instead of FallingDeceleration The expected behavior is to set OverTerminalSpeedFallingDeceleration higher than FallingDeceleration so the actor will slow down faster when going over TerminalMovementPlaneSpeed. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| TerminalVerticalSpeed | float | If the actors vertical velocity is greater than this speed VerticalFallingDeceleration will be applied to vertical velocity | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
| VerticalFallingDeceleration | float | Deceleration to apply to vertical velocity when it's greater than TerminalVerticalSpeed. | ChaosMover/Character/Modes/ChaosFallingMode.h |
|
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GenerateMove_Implementation
(
const FMoverSimContext& SimContext, |
ChaosMover/Character/Modes/ChaosFallingMode.h | ||
virtual void SimulationTick_Implementation
(
const FSimulationTickParams& Params, |
ChaosMover/Character/Modes/ChaosFallingMode.h |