|
| float32 | GetCrouchedHalfHeight () const |
| | Returns the collision half-height when crouching (component scale is applied separately).
|
| void | SetCrouchedHalfHeight (float32 NewValue) |
| | Sets collision half-height when crouching and updates dependent computations.
|
| const EMovementMode & | GetMovementMode () const |
| | Actor's current movement mode (walking, falling, etc).
|
| void | SetMaxAcceleration (const float32 &Value) |
| | Max Acceleration (rate of change of velocity).
|
| void | SetPerchRadiusThreshold (const float32 &Value) |
| | Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule. Note that characters will not fall off if they are within MaxStepHeight of a walkable surface below.
|
| bool | GetbUseSeparateBrakingFriction () const |
| | If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. See: BrakingFriction.
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| void | SetbUseSeparateBrakingFriction (bool Value) |
| | If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. See: BrakingFriction.
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| bool | GetbApplyGravityWhileJumping () const |
| | Apply gravity while the character is actively jumping (e.g. holding the jump key). Helps remove frame-rate dependent jump height, but may alter base jump height.
|
| void | SetbApplyGravityWhileJumping (bool Value) |
| | Apply gravity while the character is actively jumping (e.g. holding the jump key). Helps remove frame-rate dependent jump height, but may alter base jump height.
|
| bool | GetbUseControllerDesiredRotation () const |
| | If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. Overridden by OrientRotationToMovement. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
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| void | SetbUseControllerDesiredRotation (bool Value) |
| | If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. Overridden by OrientRotationToMovement. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
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| bool | GetbOrientRotationToMovement () const |
| | If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. Overrides UseControllerDesiredRotation. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
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| void | SetbOrientRotationToMovement (bool Value) |
| | If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. Overrides UseControllerDesiredRotation. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
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| bool | GetbSweepWhileNavWalking () const |
| | Whether or not the character should sweep for collision geometry while walking. See: USceneComponent::MoveComponent.
|
| void | SetbSweepWhileNavWalking (bool Value) |
| | Whether or not the character should sweep for collision geometry while walking. See: USceneComponent::MoveComponent.
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| void | SetbEnableScopedMovementUpdates (bool Value) |
| | If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end. When enabled, touch and hit events will not be triggered until the end of multiple moves within an update, which can improve performance.
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| void | SetbEnableServerDualMoveScopedMovementUpdates (bool Value) |
| | Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet. Be warned that since this wraps a larger scope than is normally done with bEnableScopedMovementUpdates, this can result in subtle changes in behavior in regards to when overlap events are handled, when attached components are moved, etc.
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| bool | GetbRunPhysicsWithNoController () const |
| | If true, movement will be performed even if there is no Controller for the Character owner. Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is walking. Characters that are spawned without a Controller but with this flag enabled will initialize the movement mode to DefaultLandMovementMode or DefaultWaterMovementMode appropriately. See: DefaultLandMovementMode, DefaultWaterMovementMode.
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| void | SetbRunPhysicsWithNoController (bool Value) |
| | If true, movement will be performed even if there is no Controller for the Character owner. Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is walking. Characters that are spawned without a Controller but with this flag enabled will initialize the movement mode to DefaultLandMovementMode or DefaultWaterMovementMode appropriately. See: DefaultLandMovementMode, DefaultWaterMovementMode.
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| bool | GetbForceNextFloorCheck () const |
| | Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved. Cleared after next floor check. Normally if bAlwaysCheckFloor is false we try to avoid the floor check unless some conditions are met, but this can be used to force the next check to always run.
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| void | SetbForceNextFloorCheck (bool Value) |
| | Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved. Cleared after next floor check. Normally if bAlwaysCheckFloor is false we try to avoid the floor check unless some conditions are met, but this can be used to force the next check to always run.
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| bool | GetbCanWalkOffLedges () const |
| | If true, Character can walk off a ledge.
|
| void | SetbCanWalkOffLedges (bool Value) |
| | If true, Character can walk off a ledge.
|
| bool | GetbCanWalkOffLedgesWhenCrouching () const |
| | If true, Character can walk off a ledge when crouching.
|
| void | SetbCanWalkOffLedgesWhenCrouching (bool Value) |
| | If true, Character can walk off a ledge when crouching.
|
| void | SetbNetworkSkipProxyPredictionOnNetUpdate (bool Value) |
| | Whether we skip prediction on frames where a proxy receives a network update. This can avoid expensive prediction on those frames, with the side-effect of predicting with a frame of additional latency.
|
| void | SetbNetworkAlwaysReplicateTransformUpdateTimestamp (bool Value) |
| | Flag used on the server to determine whether to always replicate ReplicatedServerLastTransformUpdateTimeStamp to clients. Normally this is only sent when the network smoothing mode on character movement is set to Linear smoothing (on the server), to save bandwidth. Setting this to true will force the timestamp to replicate regardless, in case the server doesn't know about the smoothing mode, or if the timestamp is used for another purpose.
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| bool | GetbEnablePhysicsInteraction () const |
| | If enabled, the player will interact with physics objects when walking into them.
|
| void | SetbEnablePhysicsInteraction (bool Value) |
| | If enabled, the player will interact with physics objects when walking into them.
|
| bool | GetbTouchForceScaledToMass () const |
| | If enabled, the TouchForceFactor is applied per kg mass of the affected object.
|
| void | SetbTouchForceScaledToMass (bool Value) |
| | If enabled, the TouchForceFactor is applied per kg mass of the affected object.
|
| bool | GetbPushForceScaledToMass () const |
| | If enabled, the PushForceFactor is applied per kg mass of the affected object.
|
| void | SetbPushForceScaledToMass (bool Value) |
| | If enabled, the PushForceFactor is applied per kg mass of the affected object.
|
| bool | GetbPushForceUsingZOffset () const |
| | If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.
|
| void | SetbPushForceUsingZOffset (bool Value) |
| | If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.
|
| bool | GetbScalePushForceToVelocity () const |
| | If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. This will only scale the force down, it will never apply more force than defined by PushForceFactor.
|
| void | SetbScalePushForceToVelocity (bool Value) |
| | If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. This will only scale the force down, it will never apply more force than defined by PushForceFactor.
|
| bool | GetbMaintainHorizontalGroundVelocity () const |
| | If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface. If false, then walking movement maintains velocity magnitude parallel to the ramp surface.
|
| void | SetbMaintainHorizontalGroundVelocity (bool Value) |
| | If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface. If false, then walking movement maintains velocity magnitude parallel to the ramp surface.
|
| bool | GetbImpartBaseVelocityX () const |
| | If true, impart the base actor's X velocity when falling off it (which includes jumping).
|
| void | SetbImpartBaseVelocityX (bool Value) |
| | If true, impart the base actor's X velocity when falling off it (which includes jumping).
|
| bool | GetbImpartBaseVelocityY () const |
| | If true, impart the base actor's Y velocity when falling off it (which includes jumping).
|
| void | SetbImpartBaseVelocityY (bool Value) |
| | If true, impart the base actor's Y velocity when falling off it (which includes jumping).
|
| bool | GetbImpartBaseVelocityZ () const |
| | If true, impart the base actor's Z velocity when falling off it (which includes jumping).
|
| void | SetbImpartBaseVelocityZ (bool Value) |
| | If true, impart the base actor's Z velocity when falling off it (which includes jumping).
|
| bool | GetbImpartBaseAngularVelocity () const |
| | If true, impart the base component's tangential components of angular velocity when jumping or falling off it. Only those components of the velocity allowed by the separate component settings (bImpartBaseVelocityX etc) will be applied. See: bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
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| void | SetbImpartBaseAngularVelocity (bool Value) |
| | If true, impart the base component's tangential components of angular velocity when jumping or falling off it. Only those components of the velocity allowed by the separate component settings (bImpartBaseVelocityX etc) will be applied. See: bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
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| bool | GetbJustTeleported () const |
| | Used by movement code to determine if a change in position is based on normal movement or a teleport. If not a teleport, velocity can be recomputed based on the change in position.
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| void | SetbJustTeleported (bool Value) |
| | Used by movement code to determine if a change in position is based on normal movement or a teleport. If not a teleport, velocity can be recomputed based on the change in position.
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| bool | GetbIgnoreClientMovementErrorChecksAndCorrection () const |
| | If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is moving at extreme speeds for a duration and you need it to look smooth on clients without the server correcting the client. Make sure to disable when done, as this would break this character's server-client movement correction. See: bServerAcceptClientAuthoritativePosition, ServerCheckClientError().
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| void | SetbIgnoreClientMovementErrorChecksAndCorrection (bool Value) |
| | If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is moving at extreme speeds for a duration and you need it to look smooth on clients without the server correcting the client. Make sure to disable when done, as this would break this character's server-client movement correction. See: bServerAcceptClientAuthoritativePosition, ServerCheckClientError().
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| bool | GetbServerAcceptClientAuthoritativePosition () const |
| | If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. This can be useful for short bursts of movement that are difficult to sync over the network. Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior. See: bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition().
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| void | SetbServerAcceptClientAuthoritativePosition (bool Value) |
| | If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. This can be useful for short bursts of movement that are difficult to sync over the network. Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior. See: bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition().
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| bool | GetbNotifyApex () const |
| | If true, event NotifyJumpApex() to CharacterOwner's controller when at apex of jump. Is cleared when event is triggered. By default this is off, and if you want the event to fire you typically set it to true when movement mode changes to "Falling" from another mode (see OnMovementModeChanged).
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| void | SetbNotifyApex (bool Value) |
| | If true, event NotifyJumpApex() to CharacterOwner's controller when at apex of jump. Is cleared when event is triggered. By default this is off, and if you want the event to fire you typically set it to true when movement mode changes to "Falling" from another mode (see OnMovementModeChanged).
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| bool | GetbWantsToCrouch () const |
| | If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.
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| bool | GetbCrouchMaintainsBaseLocation () const |
| | If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. If false, the base of the capsule moves up and the center stays in place. The same behavior applies when the character uncrouches: if true, the base is kept in the same location and the center moves up. If false, the capsule grows and only moves up if the base impacts something. By default this variable is set when the movement mode changes: set to true when walking and false otherwise. Feel free to override the behavior when the movement mode changes.
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| void | SetbCrouchMaintainsBaseLocation (bool Value) |
| | If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. If false, the base of the capsule moves up and the center stays in place. The same behavior applies when the character uncrouches: if true, the base is kept in the same location and the center moves up. If false, the capsule grows and only moves up if the base impacts something. By default this variable is set when the movement mode changes: set to true when walking and false otherwise. Feel free to override the behavior when the movement mode changes.
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| bool | GetbIgnoreBaseRotation () const |
| | Whether the character ignores changes in rotation of the base it is standing on. If true, the character maintains current world rotation. If false, the character rotates with the moving base.
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| void | SetbIgnoreBaseRotation (bool Value) |
| | Whether the character ignores changes in rotation of the base it is standing on. If true, the character maintains current world rotation. If false, the character rotates with the moving base.
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| bool | GetbAlwaysCheckFloor () const |
| | Whether we always force floor checks for stationary Characters while walking. Normally floor checks are avoided if possible when not moving, but this can be used to force them if there are use-cases where they are being skipped erroneously (such as objects moving up into the character from below).
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| void | SetbAlwaysCheckFloor (bool Value) |
| | Whether we always force floor checks for stationary Characters while walking. Normally floor checks are avoided if possible when not moving, but this can be used to force them if there are use-cases where they are being skipped erroneously (such as objects moving up into the character from below).
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| bool | GetbUseFlatBaseForFloorChecks () const |
| | Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule 'balances' on the edge).
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| void | SetbUseFlatBaseForFloorChecks (bool Value) |
| | Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule 'balances' on the edge).
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| bool | GetbUseRVOAvoidance () const |
| | If set, component will use RVO avoidance. This only runs on the server.
|
| void | SetbUseRVOAvoidance (bool Value) |
| | If set, component will use RVO avoidance. This only runs on the server.
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| bool | GetbRequestedMoveUseAcceleration () const |
| | Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. If false, path following velocity is set directly, disregarding acceleration.
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| void | SetbRequestedMoveUseAcceleration (bool Value) |
| | Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. If false, path following velocity is set directly, disregarding acceleration.
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| bool | GetbAllowPhysicsRotationDuringAnimRootMotion () const |
| void | SetbAllowPhysicsRotationDuringAnimRootMotion (bool Value) |
| bool | GetbProjectNavMeshWalking () const |
| | Whether to raycast to underlying geometry to better conform navmesh-walking characters.
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| void | SetbProjectNavMeshWalking (bool Value) |
| | Whether to raycast to underlying geometry to better conform navmesh-walking characters.
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| bool | GetbProjectNavMeshOnBothWorldChannels () const |
| | Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming.
|
| void | SetbProjectNavMeshOnBothWorldChannels (bool Value) |
| | Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming.
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| const FNavAvoidanceMask & | GetAvoidanceGroup () const |
| | Moving actor's group mask.
|
| const FNavAvoidanceMask & | GetGroupsToAvoid () const |
| | Will avoid other agents if they are in one of specified groups.
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| const FNavAvoidanceMask & | GetGroupsToIgnore () const |
| | Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid.
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| void | SetAvoidanceEnabled (bool bEnable) |
| | Change avoidance state and registers in RVO manager if needed.
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| void | AddImpulse (FVector Impulse, bool bVelocityChange=false) |
| | Add impulse to character. Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate. An impulse is an instantaneous force, usually applied once. If you want to continually apply forces each frame, use AddForce(). Note that changing the momentum of characters like this can change the movement mode.
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| void | CalcVelocity (float32 DeltaTime, float32 Friction, bool bFluid, float32 BrakingDeceleration) |
| | Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. Does not apply gravity. This is used internally during movement updates. Normally you don't need to call this from outside code, but you might want to use it for custom movement modes.
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| void | ClearAccumulatedForces () |
| | Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity.
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| void | DisableMovement () |
| | Make movement impossible (sets movement mode to MOVE_None).
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| float32 | GetAnalogInputModifier () const |
| | Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement.
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| ACharacter | GetCharacterOwner () const |
| | Get the Character that owns UpdatedComponent.
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| bool | IsWalkable (FHitResult Hit) const |
| | Return true if the hit result should be considered a walkable surface for the character.
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| FVector | GetCurrentAcceleration () const |
| | Returns current acceleration, computed from input vector each update.
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| FVector | GetGravityDirection () const |
| | Returns the current gravity direction.
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| FVector | GetImpartedMovementBaseVelocity () const |
| | If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
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| FVector | GetLastUpdateLocation () const |
| | Returns the location at the end of the last tick.
|
| FVector | GetLastUpdateRequestedVelocity () const |
| | Returns velocity requested by path following.
|
| FRotator | GetLastUpdateRotation () const |
| | Returns the rotation at the end of the last tick.
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| FVector | GetLastUpdateVelocity () const |
| | Returns the velocity at the end of the last tick.
|
| float32 | GetMaxAcceleration () const |
| | Returns maximum acceleration for the current state.
|
| float32 | GetMaxBrakingDeceleration () const |
| | Returns maximum deceleration for the current state when braking (ie when there is no acceleration).
|
| float32 | GetMaxJumpHeight () const |
| | Compute the max jump height based on the JumpZVelocity velocity and gravity. This does not take into account the CharacterOwner's MaxJumpHoldTime.
|
| float32 | GetMaxJumpHeightWithJumpTime () const |
| | Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime.
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| float32 | GetMinAnalogSpeed () const |
| | Returns maximum acceleration for the current state.
|
| UPrimitiveComponent | GetMovementBase () const |
| | Return PrimitiveComponent we are based on (standing and walking on).
|
| float32 | GetPerchRadiusThreshold () const |
| | Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface.
|
| float32 | GetValidPerchRadius () const |
| | Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold().
|
| bool | HasCustomGravity () const |
| | Whether the gravity direction is different from UCharacterMovementComponent::DefaultGravityDirection.
|
| void | SetWalkableFloorZ (float32 InWalkableFloorZ) |
| | Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle.
|
| bool | IsWalking () const |
| | Returns true if the character is in the 'Walking' movement mode.
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| void | ComputeFloorDistance (FVector CapsuleLocation, float32 LineDistance, float32 SweepDistance, float32 SweepRadius, FFindFloorResult &FloorResult) const |
| | Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. This function does not care if collision is disabled on the capsule (unlike FindFloor).
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| void | FindFloor (FVector CapsuleLocation, FFindFloorResult &FloorResult) const |
| | Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule!
|
| float32 | GetWalkableFloorAngle () const |
| | Get the max angle in degrees of a walkable surface for the character.
|
| float32 | GetWalkableFloorZ () const |
| | Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.
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| void | AddForce (FVector Force) |
| | Add force to character. Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame. If you want an instantaneous force, use AddImpulse. Adding a force always takes the actor's mass into account. Note that changing the momentum of characters like this can change the movement mode.
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| void | SetAvoidanceGroup (int GroupFlags) |
| void | SetAvoidanceGroupMask (FNavAvoidanceMask GroupMask) |
| void | SetGravityDirection (FVector GravityDir) |
| | Set a custom, local gravity direction to use during movement simulation. The gravity direction must be synchronized by external systems between the autonomous and authority processes. The gravity direction will be corrected as part of movement corrections should the movement state diverge. SetGravityDirection is responsible for initializing cached values used to tranform to from gravity relative space.
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| void | SetGroupsToAvoid (int GroupFlags) |
| void | SetGroupsToAvoidMask (FNavAvoidanceMask GroupMask) |
| void | SetGroupsToIgnore (int GroupFlags) |
| void | SetGroupsToIgnoreMask (FNavAvoidanceMask GroupMask) |
| void | SetMovementMode (EMovementMode NewMovementMode, uint8 NewCustomMode=0) |
| | Change movement mode.
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| void | SetWalkableFloorAngle (float32 InWalkableFloorAngle) |
| | Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.
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| bool | IsMoveInputIgnored () const |
| | Helper to see if move input is ignored. If there is no Pawn or UpdatedComponent, returns true, otherwise defers to the Pawn's implementation of IsMoveInputIgnored().
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| FVector | ConsumeInputVector () |
| | Returns the pending input vector and resets it to zero. This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames. Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
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| FVector | GetLastInputVector () const |
| | Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function.
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| APawn | GetPawnOwner () const |
| | Return the Pawn that owns UpdatedComponent.
|
| FVector | GetPendingInputVector () const |
| | Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it. PawnMovementComponents implementing movement usually want to use either this or ConsumeInputVector() as these functions represent the most recent state of input.
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| void | AddInputVector (FVector WorldVector, bool bForce=false) |
| | Adds the given vector to the accumulated input in world space. Input vectors are usually between 0 and 1 in magnitude. They are accumulated during a frame then applied as acceleration during the movement update.
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| bool | IsFalling () const |
| | Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground).
|
| bool | IsFlying () const |
| | Returns true if currently flying (moving through a non-fluid volume without resting on the ground).
|
| bool | IsMovingOnGround () const |
| | Returns true if currently moving on the ground (e.g. walking or driving).
|
| bool | IsSwimming () const |
| | Returns true if currently swimming (moving through a fluid volume).
|
| bool | IsCrouching () const |
| | Returns true if currently crouching.
|
| void | StopMovementKeepPathing () |
| | Stops movement immediately (reset velocity) but keeps following current path.
|
| void | StopActiveMovement () |
| | Stops applying further movement (usually zeros acceleration).
|
| void | SetbUpdateNavAgentWithOwnersCollision (bool Value) |
| | If set to true NavAgentProps' radius and height will be updated with Owner's collision capsule size.
|
| void | SetbUseAccelerationForPaths (bool Value) |
| | If set, pathfollowing will control character movement via acceleration values. If false, it will set velocities directly.
|
| void | SetbUseFixedBrakingDistanceForPaths (bool Value) |
| | If set, FixedPathBrakingDistance will be used for path following deceleration.
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| const FVector & | GetPlaneConstraintNormal () const |
| | Returns the normal of the plane that constrains movement, enforced if the plane constraint is enabled.
|
| const FVector & | GetPlaneConstraintOrigin () const |
| | Get the plane constraint origin. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane().
|
| void | SetPlaneConstraintAxisSetting (EPlaneConstraintAxisSetting NewAxisSetting) |
| | Set the plane constraint axis setting. Changing this setting will modify the current value of PlaneConstraintNormal.
|
| FVector | ConstrainNormalToPlane (FVector Normal) const |
| | Constrain a normal vector (of unit length) to the plane constraint, if enabled.
|
| EPlaneConstraintAxisSetting | GetPlaneConstraintAxisSetting () const |
| | Get the plane constraint axis setting.
|
| void | SetPlaneConstraintEnabled (bool bEnabled) |
| | Sets whether or not the plane constraint is enabled.
|
| void | SetPlaneConstraintFromVectors (FVector Forward, FVector Up) |
| | Uses the Forward and Up vectors to compute the plane that constrains movement, enforced if the plane constraint is enabled.
|
| void | SetPlaneConstraintNormal (FVector PlaneNormal) |
| | Sets the normal of the plane that constrains movement, enforced if the plane constraint is enabled. Changing the normal automatically sets PlaneConstraintAxisSetting to "Custom".
|
| void | SetPlaneConstraintOrigin (FVector PlaneOrigin) |
| | Sets the origin of the plane that constrains movement, enforced if the plane constraint is enabled.
|
| FVector | ConstrainLocationToPlane (FVector Location) const |
| | Constrain a position vector to the plane constraint, if enabled.
|
| void | SnapUpdatedComponentToPlane () |
| | Snap the updated component to the plane constraint, if enabled.
|
| FVector | ConstrainDirectionToPlane (FVector Direction) const |
| | Constrain a direction vector to the plane constraint, if enabled. See: SetPlaneConstraint.
|
| USceneComponent | GetUpdatedComponent () const |
| | The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor's root component will automatically be set as our UpdatedComponent at startup. See: bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive.
|
| bool | GetbUpdateOnlyIfRendered () const |
| | If true, skips TickComponent() if UpdatedComponent was not recently rendered.
|
| void | SetbUpdateOnlyIfRendered (bool Value) |
| | If true, skips TickComponent() if UpdatedComponent was not recently rendered.
|
| bool | GetbAutoUpdateTickRegistration () const |
| | If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.
|
| void | SetbAutoUpdateTickRegistration (bool Value) |
| | If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.
|
| bool | GetbTickBeforeOwner () const |
| | If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner's position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn't matter.
|
| void | SetbTickBeforeOwner (bool Value) |
| | If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner's position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn't matter.
|
| bool | GetbAutoRegisterUpdatedComponent () const |
| | If true, registers the owner's Root component as the UpdatedComponent if there is not one currently assigned.
|
| void | SetbAutoRegisterUpdatedComponent (bool Value) |
| | If true, registers the owner's Root component as the UpdatedComponent if there is not one currently assigned.
|
| bool | GetbConstrainToPlane () const |
| | If true, movement will be constrained to a plane. See: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting.
|
| void | SetbConstrainToPlane (bool Value) |
| | If true, movement will be constrained to a plane. See: PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting.
|
| bool | GetbSnapToPlaneAtStart () const |
| | If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
|
| void | SetbSnapToPlaneAtStart (bool Value) |
| | If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
|
| bool | GetbAutoRegisterPhysicsVolumeUpdates () const |
| | If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. See: bComponentShouldUpdatePhysicsVolume.
|
| void | SetbAutoRegisterPhysicsVolumeUpdates (bool Value) |
| | If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. See: bComponentShouldUpdatePhysicsVolume.
|
| bool | GetbComponentShouldUpdatePhysicsVolume () const |
| | If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.
|
| void | SetbComponentShouldUpdatePhysicsVolume (bool Value) |
| | If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.
|
| bool | MoveUpdatedComponent (FVector Delta, FRotator NewRotation, FHitResult &OutHit, bool bSweep=true, bool bTeleport=false) |
| | Moves our UpdatedComponent by the given Delta, and sets rotation to NewRotation. Respects the plane constraint, if enabled.
|
| bool | IsExceedingMaxSpeed (float32 MaxSpeed) const |
| | Returns true if the current velocity is exceeding the given max speed (usually the result of GetMaxSpeed()), within a small error tolerance. Note that under normal circumstances updates cause by acceleration will not cause this to be true, however external forces or changes in the max speed limit can cause the max speed to be violated.
|
| void | StopMovementImmediately () |
| | Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration).
|
| float32 | GetGravityZ () const |
| | Returns gravity that affects this component.
|
| float32 | GetMaxSpeed () const |
| | Returns maximum speed of component in current movement mode.
|
| APhysicsVolume | GetPhysicsVolume () const |
| | Returns the PhysicsVolume this MovementComponent is using, or the world's default physics volume if none. *.
|
| void | SetUpdatedComponent (USceneComponent NewUpdatedComponent) |
| | Assign the component we move and update.
|
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
|
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
|
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
| bool | bServerAcceptClientAuthoritativePosition |
| | If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move. This can be useful for short bursts of movement that are difficult to sync over the network. Note that if bIgnoreClientMovementErrorChecksAndCorrection is used, this means the server will not detect an error. Also see GameNetworkManager->ClientAuthorativePosition which permanently enables this behavior. @see bIgnoreClientMovementErrorChecksAndCorrection, ServerShouldUseAuthoritativePosition().
|
| bool | bIgnoreClientMovementErrorChecksAndCorrection |
| | If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is moving at extreme speeds for a duration and you need it to look smooth on clients without the server correcting the client. Make sure to disable when done, as this would break this character's server-client movement correction. @see bServerAcceptClientAuthoritativePosition, ServerCheckClientError().
|
| const bool | bWantsToCrouch |
| | If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.
|
| bool | bCrouchMaintainsBaseLocation |
| | If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule. If false, the base of the capsule moves up and the center stays in place. The same behavior applies when the character uncrouches: if true, the base is kept in the same location and the center moves up. If false, the capsule grows and only moves up if the base impacts something. By default this variable is set when the movement mode changes: set to true when walking and false otherwise. Feel free to override the behavior when the movement mode changes.
|
| bool | bRequestedMoveUseAcceleration |
| | Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity. If false, path following velocity is set directly, disregarding acceleration.
|
| EMovementMode | DefaultLandMovementMode |
| | Default movement mode when not in water. Used at player startup or when teleported. @see DefaultWaterMovementMode @see bRunPhysicsWithNoController.
|
| bool | bJustTeleported |
| | Used by movement code to determine if a change in position is based on normal movement or a teleport. If not a teleport, velocity can be recomputed based on the change in position.
|
| float32 | MaxDepenetrationWithPawn |
| | Max distance we are allowed to depenetrate when moving out of other Pawns. @see MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawnAsProxy.
|
| bool | bRunPhysicsWithNoController |
| | If true, movement will be performed even if there is no Controller for the Character owner. Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is walking. Characters that are spawned without a Controller but with this flag enabled will initialize the movement mode to DefaultLandMovementMode or DefaultWaterMovementMode appropriately. @see DefaultLandMovementMode, DefaultWaterMovementMode.
|
| float32 | MaxSimulationTimeStep |
| | Max time delta for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
|
| int | MaxJumpApexAttemptsPerSimulation |
| | Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc. Limiting this prevents deep recursion when special cases cause collision or other conditions which reactivate the apex condition.
|
| bool | bUseSeparateBrakingFriction |
| | If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration). If false, braking uses the same friction passed to CalcVelocity() (ie GroundFriction when walking), multiplied by BrakingFrictionFactor. This setting applies to all movement modes; if only desired in certain modes, consider toggling it when movement modes change. @see BrakingFriction.
|
| float32 | MaxAcceleration |
| | Max Acceleration (rate of change of velocity).
|
| float32 | CrouchedHalfHeight |
| bool | bBasedMovementIgnorePhysicsBase |
| | Property to set if UpdateBasedMovement should ignore collision with actors part of the current MovementBase, if the base is simulated by physics.
|
| float32 | BrakingFrictionFactor |
| | Factor used to multiply actual value of friction used when braking. This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. @note This is 2 by default for historical reasons, a value of 1 gives the true drag equation. @see bUseSeparateBrakingFriction, GroundFriction, BrakingFriction.
|
| float32 | BrakingFriction |
| | Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. @note Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. @see bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking.
|
| float32 | BrakingSubStepTime |
| | Time substepping when applying braking friction. Smaller time steps increase accuracy at the slight cost of performance, especially if there are large frame times.
|
| float32 | GravityScale |
| | Custom gravity scale. Gravity is multiplied by this amount for the character.
|
| EMovementMode | DefaultWaterMovementMode |
| | Default movement mode when in water. Used at player startup or when teleported. @see DefaultLandMovementMode @see bRunPhysicsWithNoController.
|
| int | MaxSimulationIterations |
| | Max number of iterations used for each discrete simulation step. Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
|
| float32 | MaxDepenetrationWithPawnAsProxy |
| | Max distance we allow simulated proxies to depenetrate when moving out of other Pawns. Typically we don't want a large value, because we receive a server authoritative position that we should not then ignore by pushing them out of the local player. @see MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn.
|
| float32 | MaxDepenetrationWithGeometryAsProxy |
| | Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. @see MaxDepenetrationWithGeometry, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy.
|
| float32 | MaxDepenetrationWithGeometry |
| | Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns. This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. @see MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy.
|
| float32 | Mass |
| | Mass of pawn (for when momentum is imparted to it).
|
| float32 | NetworkMaxSmoothUpdateDistance |
| | Maximum distance character is allowed to lag behind server location when interpolating between updates.
|
| float32 | NetProxyShrinkHalfHeight |
| | Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment. Changing during gameplay is not supported. @see AdjustProxyCapsuleSize().
|
| float32 | NetworkNoSmoothUpdateDistance |
| | Maximum distance beyond which character is teleported to the new server location without any smoothing.
|
| float32 | NetworkMinTimeBetweenClientAdjustments |
| | Minimum time on the server between sending client adjustments when client has exceeded allowable position error. Should be >= NetworkMinTimeBetweenClientAdjustmentsLargeCorrection (the larger value is used regardless). This can save on bandwidth. Set to 0 to disable throttling. @see ServerLastClientAdjustmentTime.
|
| float32 | ListenServerNetworkSimulatedSmoothRotationTime |
| | Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.
|
| ENetworkSmoothingMode | NetworkSmoothingMode |
| | Smoothing mode for simulated proxies in network game.
|
| float32 | NetProxyShrinkRadius |
| | Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment. Changing during gameplay is not supported. @see AdjustProxyCapsuleSize().
|
| float32 | ListenServerNetworkSimulatedSmoothLocationTime |
| | Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.
|
| float32 | NetworkSimulatedSmoothRotationTime |
| | How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server. Not used by Linear smoothing.
|
| float32 | NetworkSimulatedSmoothLocationTime |
| | How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server. Not used by Linear smoothing.
|
| float32 | NetworkLargeClientCorrectionDistance |
| | If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments. @see NetworkMinTimeBetweenClientAdjustments, NetworkMinTimeBetweenClientAdjustmentsLargeCorrection.
|
| float32 | NetworkMinTimeBetweenClientAdjustmentsLargeCorrection |
| | Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance). Should be <= NetworkMinTimeBetweenClientAdjustments (the smaller value is used regardless). @see NetworkMinTimeBetweenClientAdjustments.
|
| float32 | NetworkMinTimeBetweenClientAckGoodMoves |
| | Minimum time on the server between acknowledging good client moves. This can save on bandwidth. Set to 0 to disable throttling.
|
| bool | bUseControllerDesiredRotation |
| | If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change. Overridden by OrientRotationToMovement. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
|
| bool | bOrientRotationToMovement |
| | If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change. Overrides UseControllerDesiredRotation. Normally you will want to make sure that other settings are cleared, such as bUseControllerRotationYaw on the Character.
|
| FRotator | RotationRate |
| | Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true. Set a negative value for infinite rotation rate and instant turns.
|
| int | AvoidanceUID |
| | No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.
|
| float32 | AvoidanceConsiderationRadius |
| FNavAvoidanceMask | GroupsToIgnore |
| | Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid.
|
| FNavAvoidanceMask | GroupsToAvoid |
| | Will avoid other agents if they are in one of specified groups.
|
| float32 | AvoidanceWeight |
| | De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.
|
| bool | bUseRVOAvoidance |
| | If set, component will use RVO avoidance. This only runs on the server.
|
| FNavAvoidanceMask | AvoidanceGroup |
| | Moving actor's group mask.
|
| float32 | MaxCustomMovementSpeed |
| | The maximum speed when using Custom movement mode.
|
| float32 | BrakingDecelerationFlying |
| | Deceleration when flying and not applying acceleration. @see MaxAcceleration.
|
| float32 | MaxFlySpeed |
| | The maximum flying speed.
|
| FQuat | GravityToWorldTransform |
| | A cached quaternion representing the inverse rotation from world space to gravity relative space defined by GravityDirection.
|
| FVector | GravityDirection |
| | A normalized vector representing the direction of gravity for gravity relative movement modes: walking, falling, and custom movement modes. Gravity direction remaps player input as being within the plane defined by the gravity direction. Movement simulation values like velocity and acceleration are maintained in their existing world coordinate space but are transformed internally as gravity relative (for instance moving forward up a vertical wall that gravity is defined to be perpendicular to and jump "up" from that wall). If ShouldRemainVertical() is true the character's capsule will be oriented to align with the gravity direction.
|
| FQuat | WorldToGravityTransform |
| | A cached quaternion representing the rotation from world space to gravity relative space defined by GravityDirection.
|
| bool | bImpartBaseVelocityY |
| | If true, impart the base actor's Y velocity when falling off it (which includes jumping).
|
| bool | bImpartBaseVelocityX |
| | If true, impart the base actor's X velocity when falling off it (which includes jumping).
|
| float32 | BrakingDecelerationFalling |
| | Lateral deceleration when falling and not applying acceleration. @see MaxAcceleration.
|
| float32 | JumpZVelocity |
| | Initial velocity (instantaneous vertical acceleration) when jumping.
|
| bool | bNotifyApex |
| | If true, event NotifyJumpApex() to CharacterOwner's controller when at apex of jump. Is cleared when event is triggered. By default this is off, and if you want the event to fire you typically set it to true when movement mode changes to "Falling" from another mode (see OnMovementModeChanged).
|
| float32 | AirControlBoostVelocityThreshold |
| | When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier. Setting this to zero will disable air control boosting.
|
| bool | bImpartBaseAngularVelocity |
| | If true, impart the base component's tangential components of angular velocity when jumping or falling off it. Only those components of the velocity allowed by the separate component settings (bImpartBaseVelocityX etc) will be applied. @see bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
|
| float32 | AirControl |
| | When falling, amount of lateral movement control available to the character. 0 = no control, 1 = full control at max speed of MaxWalkSpeed.
|
| bool | bImpartBaseVelocityZ |
| | If true, impart the base actor's Z velocity when falling off it (which includes jumping).
|
| float32 | JumpOffJumpZFactor |
| | Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character. (For example, if you're not allowed to stand on other players.).
|
| bool | bApplyGravityWhileJumping |
| | Apply gravity while the character is actively jumping (e.g. holding the jump key). Helps remove frame-rate dependent jump height, but may alter base jump height.
|
| float32 | FallingLateralFriction |
| | Friction to apply to lateral air movement when falling. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero). @see BrakingFriction, bUseSeparateBrakingFriction.
|
| float32 | AirControlBoostMultiplier |
| | When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold. Setting this to zero will disable air control boosting. Final result is clamped at 1.
|
| float32 | StayBasedInAirHeight |
| | Property used to set how high above base characters should stay based on objects while jumping if bStayBasedInAir is set.
|
| bool | bStayBasedInAir |
| | Property to set if characters should stay based on objects while jumping.
|
| uint8 | CustomMovementMode |
| | Current custom sub-mode if MovementMode is set to Custom. This is automatically replicated through the Character owner and for client-server movement functions. @see SetMovementMode().
|
| const EMovementMode | MovementMode |
| | Actor's current movement mode (walking, falling, etc).
|
| float32 | NavWalkingFloorDistTolerance |
| | Ignore small differences in ground height between server and client data during NavWalking mode.
|
| float32 | NavMeshProjectionHeightScaleUp |
| | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction. In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.
|
| float32 | NavMeshProjectionInterpSpeed |
| | Speed at which to interpolate agent navmesh offset between traces. 0: Instant (no interp) > 0: Interp speed").
|
| float32 | NavMeshProjectionInterval |
| | How often we should raycast to project from navmesh to underlying geometry.
|
| float32 | NavMeshProjectionHeightScaleDown |
| | Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction. In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.
|
| bool | bProjectNavMeshWalking |
| | Whether to raycast to underlying geometry to better conform navmesh-walking characters.
|
| bool | bProjectNavMeshOnBothWorldChannels |
| | Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming.
|
| float32 | MaxTouchForce |
| | Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.
|
| bool | bScalePushForceToVelocity |
| | If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster. This will only scale the force down, it will never apply more force than defined by PushForceFactor.
|
| bool | bTouchForceScaledToMass |
| | If enabled, the TouchForceFactor is applied per kg mass of the affected object.
|
| float32 | MinTouchForce |
| | Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.
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| float32 | RepulsionForce |
| | Force per kg applied constantly to all overlapping components.
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| bool | bPushForceUsingZOffset |
| | If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.
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| bool | bPushForceScaledToMass |
| | If enabled, the PushForceFactor is applied per kg mass of the affected object.
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| float32 | StandingDownwardForceScale |
| | Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.
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| float32 | InitialPushForceFactor |
| | Initial impulse force to apply when the player bounces into a blocking physics object.
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| float32 | TouchForceFactor |
| | Force to apply to physics objects that are touched by the player.
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| float32 | PushForcePointZOffsetFactor |
| | Z-Offset for the position the force is applied to. 0.0f is the center of the physics object, 1.0f is the top and -1.0f is the bottom of the object.
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| float32 | PushForceFactor |
| | Force to apply when the player collides with a blocking physics object.
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| bool | bEnablePhysicsInteraction |
| | If enabled, the player will interact with physics objects when walking into them.
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| float32 | BrakingDecelerationSwimming |
| | Deceleration when swimming and not applying acceleration. @see MaxAcceleration.
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| float32 | JumpOutOfWaterPitch |
| | When exiting water, jump if control pitch angle is this high or above.
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| float32 | OutofWaterZ |
| | Z velocity applied when pawn tries to get out of water.
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| float32 | MaxOutOfWaterStepHeight |
| | Maximum step height for getting out of water.
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| float32 | MaxSwimSpeed |
| | The maximum swimming speed.
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| float32 | Buoyancy |
| | Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy).
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| float32 | LedgeCheckThreshold |
| | Used in determining if pawn is going off ledge. If the ledge is "shorter" than this value then the pawn will be able to walk off it. *.
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| bool | bForceNextFloorCheck |
| | Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved. Cleared after next floor check. Normally if bAlwaysCheckFloor is false we try to avoid the floor check unless some conditions are met, but this can be used to force the next check to always run.
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| float32 | MaxWalkSpeedCrouched |
| | The maximum ground speed when walking and crouched.
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| float32 | MinAnalogWalkSpeed |
| | The ground speed that we should accelerate up to when walking at minimum analog stick tilt.
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| bool | bSweepWhileNavWalking |
| | Whether or not the character should sweep for collision geometry while walking. @see USceneComponent::MoveComponent.
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| float32 | GroundFriction |
| | Setting that affects movement control. Higher values allow faster changes in direction. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero), where it is multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. This can be used to simulate slippery surfaces such as ice or oil by changing the value (possibly based on the material pawn is standing on). @see BrakingDecelerationWalking, BrakingFriction, bUseSeparateBrakingFriction, BrakingFrictionFactor.
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| float32 | WalkableFloorAngle |
| | Max angle in degrees of a walkable surface. Any greater than this and it is too steep to be walkable.
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| bool | bCanWalkOffLedges |
| | If true, Character can walk off a ledge.
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| bool | bCanWalkOffLedgesWhenCrouching |
| | If true, Character can walk off a ledge when crouching.
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| float32 | PerchRadiusThreshold |
| | Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule. Note that characters will not fall off if they are within MaxStepHeight of a walkable surface below.
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| FFindFloorResult | CurrentFloor |
| | Information about the floor the Character is standing on (updated only during walking movement).
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| float32 | MaxStepHeight |
| | Maximum height character can step up.
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| bool | bUseFlatBaseForFloorChecks |
| | Performs floor checks as if the character is using a shape with a flat base. This avoids the situation where characters slowly lower off the side of a ledge (as their capsule 'balances' on the edge).
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| float32 | BrakingDecelerationWalking |
| | Deceleration when walking and not applying acceleration. This is a constant opposing force that directly lowers velocity by a constant value. @see GroundFriction, MaxAcceleration.
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| bool | bMaintainHorizontalGroundVelocity |
| | If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface. If false, then walking movement maintains velocity magnitude parallel to the ramp surface.
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| float32 | PerchAdditionalHeight |
| | When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch. Note that we still enforce MaxStepHeight to start the step up; this just allows the character to hang off the edge or step slightly higher off the floor. (@see PerchRadiusThreshold).
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| float32 | WalkableFloorZ |
| | Minimum Z value for floor normal. If less, not a walkable surface. Computed from WalkableFloorAngle.
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| float32 | MaxWalkSpeed |
| | The maximum ground speed when walking. Also determines maximum lateral speed when falling.
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| bool | bIgnoreBaseRotation |
| | Whether the character ignores changes in rotation of the base it is standing on. If true, the character maintains current world rotation. If false, the character rotates with the moving base.
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| bool | bAlwaysCheckFloor |
| | Whether we always force floor checks for stationary Characters while walking. Normally floor checks are avoided if possible when not moving, but this can be used to force them if there are use-cases where they are being skipped erroneously (such as objects moving up into the character from below).
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| bool | bAllowPhysicsRotationDuringAnimRootMotion |
| float32 | FormerBaseVelocityDecayHalfLife |
| | When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base's velocity (in seconds). Set to 0 to ignore former bases (default). Set to -1 for no decay. Any other positive value sets the half-life for exponential decay.
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| const FVector | LastUpdateRequestedVelocity |
| | Velocity requested by path following during last Update Updated when we consume the value.
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| const FVector | LastUpdateLocation |
| | Location after last PerformMovement or SimulateMovement update. Used internally to detect changes in position from outside character movement to try to validate the current floor.
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| const ACharacter | CharacterOwner |
| | Character movement component belongs to.
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| const float32 | AnalogInputModifier |
| | Modifier to applied to values such as acceleration and max speed due to analog input.
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| const FRotator | LastUpdateRotation |
| | Rotation after last PerformMovement or SimulateMovement update.
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| const FVector | LastUpdateVelocity |
| | Velocity after last PerformMovement or SimulateMovement update. Used internally to detect changes in velocity from external sources.
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| const float32 | MaxJumpHeightWithJumpTime |
| | Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime.
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| const float32 | ValidPerchRadius |
| | Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold().
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| const FVector | ImpartedMovementBaseVelocity |
| | If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.
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| const FVector | CurrentAcceleration |
| | Returns current acceleration, computed from input vector each update.
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| const float32 | MinAnalogSpeed |
| | Returns maximum acceleration for the current state.
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| const UPrimitiveComponent | MovementBase |
| | Return PrimitiveComponent we are based on (standing and walking on).
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| const float32 | MaxJumpHeight |
| | Compute the max jump height based on the JumpZVelocity velocity and gravity. This does not take into account the CharacterOwner's MaxJumpHoldTime.
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| const float32 | MaxBrakingDeceleration |
| | Returns maximum deceleration for the current state when braking (ie when there is no acceleration).
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| const APawn | PawnOwner |
| | Pawn that owns this component.
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| const FVector | PendingInputVector |
| | Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it. PawnMovementComponents implementing movement usually want to use either this or ConsumeInputVector() as these functions represent the most recent state of input.
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| const FVector | LastInputVector |
| | Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function.
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| float32 | FixedPathBrakingDistance |
| | Braking distance override used with acceleration driven path following (bUseAccelerationForPaths).
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| FNavAgentProperties | NavAgentProps |
| | Properties that define how the component can move.
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| USceneComponent | UpdatedComponent |
| | The component we move and update. If this is null at startup and bAutoRegisterUpdatedComponent is true, the owning Actor's root component will automatically be set as our UpdatedComponent at startup. @see bAutoRegisterUpdatedComponent, SetUpdatedComponent(), UpdatedPrimitive.
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| bool | bAutoUpdateTickRegistration |
| | If true, whenever the updated component is changed, this component will enable or disable its tick dependent on whether it has something to update. This will NOT enable tick at startup if bAutoActivate is false, because presumably you have a good reason for not wanting it to start ticking initially.
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| bool | bTickBeforeOwner |
| | If true, after registration we will add a tick dependency to tick before our owner (if we can both tick). This is important when our tick causes an update in the owner's position, so that when the owner ticks it uses the most recent position without lag. Disabling this can improve performance if both objects tick but the order of ticks doesn't matter.
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| bool | bComponentShouldUpdatePhysicsVolume |
| | If true, enables bShouldUpdatePhysicsVolume on the UpdatedComponent during initialization from SetUpdatedComponent(), otherwise disables such updates. Only enabled if bAutoRegisterPhysicsVolumeUpdates is true. WARNING: UpdatePhysicsVolume is potentially expensive if overlap events are also disabled because it requires a separate query against all physics volumes in the world.
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| bool | bAutoRegisterUpdatedComponent |
| | If true, registers the owner's Root component as the UpdatedComponent if there is not one currently assigned.
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| bool | bAutoRegisterPhysicsVolumeUpdates |
| | If true, then applies the value of bComponentShouldUpdatePhysicsVolume to the UpdatedComponent. If false, will not change bShouldUpdatePhysicsVolume on the UpdatedComponent at all. @see bComponentShouldUpdatePhysicsVolume.
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| bool | bUpdateOnlyIfRendered |
| | If true, skips TickComponent() if UpdatedComponent was not recently rendered.
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| UPrimitiveComponent | UpdatedPrimitive |
| | UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.
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| bool | bSnapToPlaneAtStart |
| | If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
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| FVector | PlaneConstraintNormal |
| | The normal or axis of the plane that constrains movement, if bConstrainToPlane is enabled. If for example you wanted to constrain movement to the X-Z plane (so that Y cannot change), the normal would be set to X=0 Y=1 Z=0. This is recalculated whenever PlaneConstraintAxisSetting changes. It is normalized once the component is registered with the game world. @see bConstrainToPlane, SetPlaneConstraintNormal(), SetPlaneConstraintFromVectors().
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| bool | bConstrainToPlane |
| | If true, movement will be constrained to a plane. @see PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting.
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| FVector | PlaneConstraintOrigin |
| | The origin of the plane that constrains movement, if plane constraint is enabled. This defines the behavior of snapping a position to the plane, such as by SnapUpdatedComponentToPlane(). @see bConstrainToPlane, SetPlaneConstraintOrigin().
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| EPlaneConstraintAxisSetting | PlaneConstraintAxisSetting |
| | Setting that controls behavior when movement is restricted to a 2D plane defined by a specific axis/normal, so that movement along the locked axis is not be possible. @see SetPlaneConstraintAxisSetting.
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| FVector | Velocity |
| | Current velocity of updated component.
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| const APhysicsVolume | PhysicsVolume |
| | Returns the PhysicsVolume this MovementComponent is using, or the world's default physics volume if none. *.
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| const float32 | GravityZ |
| | Returns gravity that affects this component.
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| const float32 | MaxSpeed |
| | Returns maximum speed of component in current movement mode.
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| bool | bReplicateUsingRegisteredSubObjectList |
| | When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
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| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| float32 | ComponentTickInterval |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |