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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that breaks a 'Character Default Inputs' into its member fields
Inputs
| Type | Name | Description |
|---|---|---|
| struct | Character Default Inputs |
Outputs
| Type | Name | Description |
|---|---|---|
| enum | Move Input Type | |
| vector | Move Input | Representing the directional move input for this frame. Must be interpreted according to MoveInputType. Relative to MovementBase if set, world space otherwise. Will be truncated to match network serialization precision.Note: Use SetDirectionalInput or SetVelocityInput to set MoveInput and MoveInputType |
| vector | Orientation Intent | Facing direction intent, as a normalized forward-facing direction. A zero vector indicates no intent to change facing direction. Relative to MovementBase if set, world space otherwise. |
| rotator | Control Rotation | World space orientation that the controls were based on. This is commonly a player's camera rotation. |
| name | Suggested Movement Mode | Used to force the Mover actor into a different movement mode |
| boolean | Using Movement Base | Specifies whether we are using a movement base, which will affect how move inputs are interpreted |
| object | Movement Base | Optional: when moving on a base, input may be relative to this object |
| name | Movement Base Bone Name | Optional: for movement bases that are skeletal meshes, this is the bone we're based on. Only valid if MovementBase is set. |
| boolean | Is Jump Just Pressed | |
| boolean | Is Jump Pressed |