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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Layered Move Radial Impulse' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| vector | Location | Location to pull or push actor from |
| object | Location Actor | Optional Actor to pull or push this actor from. Note: this overrides the Location Property |
| real | Radius | Radius from the location to apply radial velocity |
| real | Magnitude | Magnitude of velocity applied to actors in range |
| boolean | Is Push | If true the velocity applied will push actor away from location, otherwise this layered move wil pull the actor towards it |
| boolean | No Vertical Velocity | Whether to apply vertical velocity (based off mover components up direction) to the actor affected by this layered move |
| object | Distance Falloff | Optional Curvefloat to dictate falloff of velocity as you get further from the velocity location |
| object | Magnitude Over Time | Optional Curvefloat to dictate magnitude of velocity applied over time |
| boolean | Use Fixed World Direction | If true velocity added to the actor will be in the direction of FixedWorldDirection, otherwise it will be calculated from the position of the actor and velocity location. |
| rotator | Fixed World Direction | Direction to apply velocity from the radial impulse in. This is only taken into account if UseFixedWorldDirection is true. |
| enum | Mix Mode | Determines how this object's movement contribution should be mixed with others |
| byte | Priority | Determines if this layered move should take priority over other layered moves when different moves have conflicting overrides - higher numbers taking precedent. |
| real | Duration Ms | This move will expire after a set amount of time if > 0. If 0, it will be ticked only once, regardless of time step. It will need to be manually ended if < 0.Note: If changed after starting to a value beneath the current lifetime of the move, it will immediately finish (so if your move finishes early, setting this to 0 is equivalent to returning true from IsFinished()) |
| struct | Finish Velocity Settings | Settings related to velocity applied to the actor after a layered move has finished |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Layered Move Radial Impulse |