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API > API/Plugins > API/Plugins/Mover
| Name | UKinematicActorSimulation |
| Type | class |
| Header File | /Engine/Plugins/Experimental/Mover/Source/Mover/Public/KinematicActorSimulation.h |
| Include Path | #include "KinematicActorSimulation.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UKinematicActorSimulation : public UMoverSimulation
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMoverSimulation → UKinematicActorSimulation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UKinematicActorSimulation() |
KinematicActorSimulation.h |
Structs
| Name | Remarks |
|---|---|
| FInitParams |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DoSimulationTick
(
const FMoverTimeStep& InTimeStep, |
Virtual void ProduceInput(const int32 DeltaTimeMS, FMoverInputCmdContext* Cmd); | KinematicActorSimulation.h | |
void Init
(
const FInitParams& InInitParams |
KinematicActorSimulation.h | ||
void InitializeSimulationState
(
FMoverSyncState& OutSync, |
Simulation driver interface: backend will call these on this simulation. | KinematicActorSimulation.h | |
void RollbackToPriorState
(
const FMoverTimeStep& NewBaseTimeStep, |
KinematicActorSimulation.h | ||
void Uninit() |
KinematicActorSimulation.h |
Public Virtual
Overridden from UMoverSimulation
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CancelFeaturesWithTag
(
FGameplayTag TagToCancel, |
KinematicActorSimulation.h | ||
virtual void CancelModifierFromHandle
(
FMovementModifierHandle ModifierHandle |
KinematicActorSimulation.h | ||
virtual const FMovementModifierBase * FindQueuedModifier
(
FMovementModifierHandle ModifierHandle |
Modifier management functions. | KinematicActorSimulation.h | |
virtual const FMovementModifierBase * FindQueuedModifierByType
(
const UScriptStruct* ModifierType |
KinematicActorSimulation.h | ||
virtual FName GetNextModeName() |
Gets the anticipated next mode, either the next queued one or the current mode. | KinematicActorSimulation.h | |
virtual bool HasFeaturesWithTag
(
FGameplayTag TagToMatch, |
KinematicActorSimulation.h | ||
virtual FMovementModifierHandle QueueMovementModifier
(
TSharedPtr< FMovementModifierBase > Modifier |
KinematicActorSimulation.h | ||
virtual void QueueNextMode
(
FModeChangeParams ModeChangeParams |
UMoverSimulation overrides: threadsafe functions for external systems or internal simulation mechanisms to influence the simulation. | KinematicActorSimulation.h | |
virtual void RegisterMovementMode
(
FModeRegistrationParams ModeRegisterParams |
Registers a new movement mode for use in the simulation. | KinematicActorSimulation.h | |
virtual void UnregisterMovementMode
(
FModeRegistrationParams ModeRegisterParams |
Unregisters a movement mode from the simulation. | KinematicActorSimulation.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
KinematicActorSimulation.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AdvanceSimulation
(
const FMoverTimeStep& TimeStep, |
KinematicActorSimulation.h | ||
void RegisterGlobalTransitions
(
const TArray< TWeakObjectPtr< UBaseMovementModeTransition > >& Transitions |
KinematicActorSimulation.h | ||
void RegisterMovementModes
(
const TMap< FName, TWeakObjectPtr< UBaseMovementMode > >& ModeMap, |
Setup functions. | KinematicActorSimulation.h |
Protected Virtual
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CheckForExternalChanges
(
const FMoverTickStartData& SimStartingData |
KinematicActorSimulation.h | ||
virtual void OnPostSimulationAdvance
(
const FMoverTimeStep& TimeStep, |
KinematicActorSimulation.h | ||
virtual void OnPreSimulationAdvance
(
const FMoverTimeStep& TimeStep, |
Customizable events called by this simulation virtual void OnInit(); virtual void OnDeinit(); | KinematicActorSimulation.h | |
virtual void OnSimulationRolledBack
(
const FMoverTimeStep& NewBaseTimeStep, |
Virtual void OnSimulationTick(const FMoverSimContext& SimContext, const FMoverTimeStep& TimeStep, const UE::ChaosMover::FSimulationInputData& InputData, UE::ChaosMover::FSimulationOutputData& OutputData); virtual void OnPostSimulationTick(const FMoverTimeStep& TimeStep, UE::ChaosMover::FSimulationOutputData& OutputData); JAH TODO: Make a version of this that provides the PREVIOUS state as well virtual void OnSimulationRolledBack(const FMoverTimeStep& NewBaseTimeStep, const FMoverSyncState& PrevSyncState); | KinematicActorSimulation.h | |
virtual void PrepareStateDataForNewFrame
(
const FMoverTimeStep& TimeStep, |
JAH NOTE: this is a good candidate for being in the base class. | KinematicActorSimulation.h |