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BlueprintAPI > BlueprintAPI/Utilities > BlueprintAPI/Utilities/Struct
Adds a node that create a 'Swimming Control Settings' from its members
Inputs
| Type | Name | Description |
|---|---|---|
| real | Cancel Crouch Immersion Depth | At or below this depth, cancel and disallow crouching. |
| real | DBNOSwim Immersion Depth | At or below this depth, start swimming in DBNO |
| real | Max Acceleration | Max acceleration. |
| real | Max Acceleration Sprinting | Max acceleration while sprinting. |
| real | Braking Deceleration | Braking deceleration (decel when letting go of input) |
| real | Max Normal Speed | Max speed when not sprinting and moving normally (before water velocity is applied) |
| real | Max Sprint Speed | Max sprint speed (before water velocity is applied) |
| real | Min Sprint Jump Speed | Min speed required (relative to water) to maintain sprint while jumping, otherwise will stop sprint (and change anims). |
| real | Sprint Jump Air Accel Angle Limit | If accel deviates from velocity by this angle while sprint jumping in air, stop sprint (and change anims). |
| real | Sprint Retrigger Delay | |
| real | Sprint Delay After Firing | |
| real | Max Targeting Speed | Max speed when targeting (before water velocity is applied) |
| real | Backwards Speed Multiplier | Directional multiplier when moving mostly backwards |
| real | Backwards Speed Cos Angle | Directional multiplier is applied when dot product of velocity and player facing direction is < this. |
| real | Angled Speed Multiplier | Speed multiplier when moving off angle (velocity and acceleration divergent) |
| real | Angled Speed Cos Angle | Angled multiplier is applied when dot product of velocity and acceleration is < this. |
| real | Friction | Friction, ie how floaty or snappy is changing direction. |
| real | Friction Sprinting | Friction, ie how floaty or snappy is changing direction. |
| real | Friction Direction Change Dot | If Dot(Velocity, Acceleration) < this value, apply FrictionDirectionChangeMultiplier to friction value used. Allows lower friction when changing direction hard, which slows velocity change. |
| real | Friction Direction Change Multiplier | Friction multiplier (usually < 1) when changing direction. |
| real | Max Speed Up | |
| real | Max Speed Down | |
| real | Max Horizontal Entry Speed | |
| real | Water Force Multiplier | Multiplier to water force acceleration in direction of current. |
| real | Water Force Second Multiplier | Multiplier applied on the top of WaterForceMultiplier, to water force acceleration in direction of current. Used only for inherited objects. |
| real | Max Water Force | Max water force, after WaterVelocity (WaterForceMultiplier WaterForceSecondMultiplier). |
| real | Water Velocity Depth For Max | At or above this depth, use max velocity. Interps down to WaterVelocityMinMultiplier at wading depth (where player can start swimming) |
| real | Water Velocity Min Multiplier | Min velocity multiplier applied when depth equals min swimming depth (where they transition from wading to swimming). Interps between this and 1.0 at WaterVelocityDepthForMax. |
| real | Water Sim Max Time Step | Max time step allowed, to prevent huge forces on hitches. |
| real | Water Sim Sub Step Time | Simulation sub-step time allowed for higher quality movement (local player and server). |
| real | Bobbing Max Force | Bobbing: |
| real | Bobbing Ideal Depth Tolerance | Bobbing: Slow down strongly when within this tolerance of the ideal immersion depth. Normally we apply drag only when going away from the ideal depth, this allows some slowdown when approaching it. |
| real | Bobbing Friction Down | Bobbing: friction/drag opposed to downward velocity, linear multiplier per second |
| real | Bobbing Exp Drag Down | Bobbing: friction/drag opposed to downward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. |
| real | Bobbing Friction Down Submerged | Bobbing: friction/drag opposed to downward velocity, linear multiplier per second. Only used when fully submerged (replaces other value). |
| real | Bobbing Exp Drag Down Submerged | Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. |
| real | Bobbing Friction Up | Bobbing: friction/drag opposed to upward velocity, linear multiplier per second |
| real | Bobbing Exp Drag Up | Bobbing: friction/drag opposed to upward velocity, squared with velocity per second. Ramps up faster with higher speeds, less effect at low speeds. |
| real | Bobbing Friction Multiplier | Bobbing: friction multiplier, multiplies the fluid friction value. |
| real | Bobbing Exp Drag Multiplier | Bobbing: multiplier for the exponential drag. |
| real | Boost Drag Multiplier | Bobbing: multiplier when in sprint boost to keep from popping up and out as much. |
| real | Jump Multiplier | Multiplies ground's jump speed |
Outputs
| Type | Name | Description |
|---|---|---|
| struct | Swimming Control Settings |