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Instant Movement Effects are methods of affecting movement state directly on a Mover-based actor for one tick. Note: This is only applied one tick and then removed Common uses would be for Teleporting, Changing Movement Modes directly, one time force application, etc. Multiple Instant Movement Effects can be active at the time
| Name | FInstantMovementEffect |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/InstantMovementEffect.h |
| Include Path | #include "InstantMovementEffect.h" |
Syntax
USTRUCT (BlueprintInternalUseOnly)
struct FInstantMovementEffect
Derived Classes
FInstantMovementEffect derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInstantMovementEffect() |
InstantMovementEffect.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FInstantMovementEffect() |
InstantMovementEffect.h |
Functions
Public
Public Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
InstantMovementEffect.h | ||
virtual bool ApplyMovementEffect
(
FApplyMovementEffectParams& ApplyEffectParams, |
Return false is the effect didn't apply at all, true if anything was modified, especially the output state's movement mode. | InstantMovementEffect.h | |
virtual bool ApplyMovementEffect_Async
(
FApplyMovementEffectParams_Async& ApplyEffectParams, |
InstantMovementEffect.h | ||
virtual FInstantMovementEffect * Clone() |
InstantMovementEffect.h | ||
virtual UScriptStruct * GetScriptStruct() |
InstantMovementEffect.h | ||
virtual bool IsNearlyEqualTo
(
const FInstantMovementEffect& Other |
Returns true if this effect is considered nearly equal to Other for comparison purposes. | InstantMovementEffect.h | |
virtual void NetSerialize
(
FArchive& Ar |
InstantMovementEffect.h | ||
virtual FString ToSimpleString() |
InstantMovementEffect.h |