G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UGothicMovementComponent Class Reference

Public Member Functions

Functions
bool IsMovingOnSlope () const
 This returns a true if is currently "moving" on a slope, if is Idle will be false.
float32 GetCurrentMaxSpeed ()
float32 GetCurrentSpeed ()
float32 GetMovingSlopeAngle () const
 This returns a smoothed angle when "moving" on a slope, if Idle will go to 0.0f;.
FVector GetPivotCheckDirection () const
EWalkSpeed GetRequestedWalkSpeed () const
 Returns the WalkSpeed that the Character is supposed to move at if possible.
FVector GetStartMovingDirection () const
float32 GetWalkToSwimHeight ()
float32 GetWaterDepth () const
float32 GetWaterInDepth () const
FRotator GetControllerRotation ()
void Multicast_SetCapsuleHalfHeight (float32 halfHeight)
void Server_SetCapsuleHalfHeight (float32 halfHeight)
 Capsule height change + replication.
void Server_SetVerticalEdge (bool VerticalEdge)
void Server_SetWallSideEdge (bool WallSideEdge)
void SetCheatFlying (bool value)
Public Member Functions inherited from UGothicBaseMovementComponent
void Client_NavAgentPropsUpdated (FNavAgentProperties NewNavAgentProps)
Public Member Functions inherited from UCharacterMovementComponent
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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().
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().
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().
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().
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).
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).
bool GetbWantsToCrouch () const
 If true, try to crouch (or keep crouching) on next update. If false, try to stop crouching on next update.
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.
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.
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.
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.
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).
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).
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).
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).
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.
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.
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.
bool GetbAllowPhysicsRotationDuringAnimRootMotion () const
void SetbAllowPhysicsRotationDuringAnimRootMotion (bool Value)
bool GetbProjectNavMeshWalking () const
 Whether to raycast to underlying geometry to better conform navmesh-walking characters.
void SetbProjectNavMeshWalking (bool Value)
 Whether to raycast to underlying geometry to better conform navmesh-walking characters.
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.
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.
const FNavAvoidanceMask & GetGroupsToIgnore () const
 Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid.
void SetAvoidanceEnabled (bool bEnable)
 Change avoidance state and registers in RVO manager if needed.
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.
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.
void ClearAccumulatedForces ()
 Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity.
void DisableMovement ()
 Make movement impossible (sets movement mode to MOVE_None).
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.
ACharacter GetCharacterOwner () const
 Get the Character that owns UpdatedComponent.
bool IsWalkable (FHitResult Hit) const
 Return true if the hit result should be considered a walkable surface for the character.
FVector GetCurrentAcceleration () const
 Returns current acceleration, computed from input vector each update.
FVector GetGravityDirection () const
 Returns the current gravity direction.
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.
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.
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.
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.
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).
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.
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.
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.
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.
void SetWalkableFloorAngle (float32 InWalkableFloorAngle)
 Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.
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().
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()).
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.
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.
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.
Public Member Functions inherited from UNavMovementComponent
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.
Public Member Functions inherited from UMovementComponent
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.
Public Member Functions inherited from UActorComponent
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.
Public Member Functions inherited from UObject
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

Static Public Member Functions

Static Functions
static UGothicMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UGothicMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UGothicMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicBaseMovementComponent
static UGothicBaseMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UGothicBaseMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UGothicBaseMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UClientAuthoritativeCharacterMovementComponent
static UClientAuthoritativeCharacterMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UClientAuthoritativeCharacterMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UClientAuthoritativeCharacterMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UCharacterMovementComponent
static UCharacterMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UCharacterMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UCharacterMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UPawnMovementComponent
static UPawnMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UPawnMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UPawnMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UNavMovementComponent
static UNavMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UNavMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UNavMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UMovementComponent
static UMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UMovementComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UActorComponent
static UActorComponent Get (const AActor Actor, FName WithName=NAME_None)
static UActorComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UActorComponent Create (AActor Actor, FName WithName=NAME_None)
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

Character Movement: Swimming
float32 m_MaxWaterfallForceSpeed
GothicMovementComponent
float32 m_MaxSecondsBeingStuck
 Unstuck Character *.
Step Smoothing
float32 StepSmoothMinZDelta
 lower values are bouncier, where higher values smoother but slugish.
float32 StepSmoothDamping
 Damping coefficient for Z smoothing. 2*sqrt(Stiffness) in code | 2.f * FMath::Sqrt(Stiffness) | returns the crit coeff.. we intentionally don't hardcode this.
float32 StepSmoothStiffness
 Spring stiffness for vertical (step up) smoothing.
Variables
const float32 CurrentSpeed
const FRotator ControllerRotation
const float32 CurrentMaxSpeed
FG1RHasWaterChangedDelegate m_OnHasWaterChanged
 Raised when water starts/stops being detected.
const float32 MovingSlopeAngle
 This returns a smoothed angle when "moving" on a slope, if Idle will go to 0.0f;.
const FVector PivotCheckDirection
const EWalkSpeed RequestedWalkSpeed
 Returns the WalkSpeed that the Character is supposed to move at if possible.
const FVector StartMovingDirection
const float32 WalkToSwimHeight
const float32 WaterDepth
const float32 WaterInDepth
Public Attributes inherited from UGothicBaseMovementComponent
FVector RequestedPathMoves
 Each instigator can request velocity only once before it's consumed. Default implementation (RequestPathMove()) sums them up immediately. This breaks when the BFGTickOptimizer makes either the instigator or the MovementComponent changes its tick rate so that it can sum up over multiple frames.
Public Attributes inherited from UCharacterMovementComponent
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.
float32 RepulsionForce
 Force per kg applied constantly to all overlapping components.
bool bPushForceUsingZOffset
 If enabled, the PushForce location is moved using PushForcePointZOffsetFactor. Otherwise simply use the impact point.
bool bPushForceScaledToMass
 If enabled, the PushForceFactor is applied per kg mass of the affected object.
float32 StandingDownwardForceScale
 Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.
float32 InitialPushForceFactor
 Initial impulse force to apply when the player bounces into a blocking physics object.
float32 TouchForceFactor
 Force to apply to physics objects that are touched by the player.
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.
float32 PushForceFactor
 Force to apply when the player collides with a blocking physics object.
bool bEnablePhysicsInteraction
 If enabled, the player will interact with physics objects when walking into them.
float32 BrakingDecelerationSwimming
 Deceleration when swimming and not applying acceleration. @see MaxAcceleration.
float32 JumpOutOfWaterPitch
 When exiting water, jump if control pitch angle is this high or above.
float32 OutofWaterZ
 Z velocity applied when pawn tries to get out of water.
float32 MaxOutOfWaterStepHeight
 Maximum step height for getting out of water.
float32 MaxSwimSpeed
 The maximum swimming speed.
float32 Buoyancy
 Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy).
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. *.
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.
float32 MaxWalkSpeedCrouched
 The maximum ground speed when walking and crouched.
float32 MinAnalogWalkSpeed
 The ground speed that we should accelerate up to when walking at minimum analog stick tilt.
bool bSweepWhileNavWalking
 Whether or not the character should sweep for collision geometry while walking. @see USceneComponent::MoveComponent.
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.
float32 WalkableFloorAngle
 Max angle in degrees of a walkable surface. Any greater than this and it is too steep to be walkable.
bool bCanWalkOffLedges
 If true, Character can walk off a ledge.
bool bCanWalkOffLedgesWhenCrouching
 If true, Character can walk off a ledge when crouching.
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.
FFindFloorResult CurrentFloor
 Information about the floor the Character is standing on (updated only during walking movement).
float32 MaxStepHeight
 Maximum height character can step up.
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).
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.
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.
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).
float32 WalkableFloorZ
 Minimum Z value for floor normal. If less, not a walkable surface. Computed from WalkableFloorAngle.
float32 MaxWalkSpeed
 The maximum ground speed when walking. Also determines maximum lateral speed when falling.
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.
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).
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.
const FVector LastUpdateRequestedVelocity
 Velocity requested by path following during last Update Updated when we consume the value.
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.
const ACharacter CharacterOwner
 Character movement component belongs to.
const float32 AnalogInputModifier
 Modifier to applied to values such as acceleration and max speed due to analog input.
const FRotator LastUpdateRotation
 Rotation after last PerformMovement or SimulateMovement update.
const FVector LastUpdateVelocity
 Velocity after last PerformMovement or SimulateMovement update. Used internally to detect changes in velocity from external sources.
const float32 MaxJumpHeightWithJumpTime
 Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime.
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().
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.
const FVector CurrentAcceleration
 Returns current acceleration, computed from input vector each update.
const float32 MinAnalogSpeed
 Returns maximum acceleration for the current state.
const UPrimitiveComponent MovementBase
 Return PrimitiveComponent we are based on (standing and walking on).
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.
const float32 MaxBrakingDeceleration
 Returns maximum deceleration for the current state when braking (ie when there is no acceleration).
Public Attributes inherited from UPawnMovementComponent
const APawn PawnOwner
 Pawn that owns this component.
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.
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.
Public Attributes inherited from UNavMovementComponent
float32 FixedPathBrakingDistance
 Braking distance override used with acceleration driven path following (bUseAccelerationForPaths).
FNavAgentProperties NavAgentProps
 Properties that define how the component can move.
Public Attributes inherited from UMovementComponent
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.
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.
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.
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.
bool bAutoRegisterUpdatedComponent
 If true, registers the owner's Root component as the UpdatedComponent if there is not one currently assigned.
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.
bool bUpdateOnlyIfRendered
 If true, skips TickComponent() if UpdatedComponent was not recently rendered.
UPrimitiveComponent UpdatedPrimitive
 UpdatedComponent, cast as a UPrimitiveComponent. May be invalid if UpdatedComponent was null or not a UPrimitiveComponent.
bool bSnapToPlaneAtStart
 If true and plane constraints are enabled, then the updated component will be snapped to the plane when first attached.
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().
bool bConstrainToPlane
 If true, movement will be constrained to a plane. @see PlaneConstraintNormal, PlaneConstraintOrigin, PlaneConstraintAxisSetting.
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().
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.
FVector Velocity
 Current velocity of updated component.
const APhysicsVolume PhysicsVolume
 Returns the PhysicsVolume this MovementComponent is using, or the world's default physics volume if none. *.
const float32 GravityZ
 Returns gravity that affects this component.
const float32 MaxSpeed
 Returns maximum speed of component in current movement mode.
Public Attributes inherited from UActorComponent
bool bAutoActivate
 Whether the component is activated at creation or must be explicitly activated.
TArray< TObjectPtr< UAssetUserData > > AssetUserData
 Array of user data stored with the component.
TArray< TObjectPtr< UAssetUserData > > AssetUserDataEditorOnly
 Array of user data stored with the component.
bool bReplicates
 Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
FActorComponentTickFunction PrimaryComponentTick
 Main tick function for the Component.
bool bIsEditorOnly
 If true, the component will be excluded from non-editor builds.
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.
TArray< FName > ComponentTags
 Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
const EComponentCreationMethod ComponentCreationMethod
const AActor Owner
 Follow the Outer chain to get the AActor that 'Owns' this component.
FActorComponentDeactivateSignature OnComponentDeactivated
 Called when the component has been deactivated.
FActorComponentActivatedSignature OnComponentActivated
 Called when the component has been activated, with parameter indicating if it was from a reset.
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.
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ Create()

UGothicMovementComponent Create ( AActor Actor,
FName WithName = NAME_None )
static

◆ Get()

UGothicMovementComponent Get ( const AActor Actor,
FName WithName = NAME_None )
static

◆ GetControllerRotation()

FRotator GetControllerRotation ( )

◆ GetCurrentMaxSpeed()

float32 GetCurrentMaxSpeed ( )

◆ GetCurrentSpeed()

float32 GetCurrentSpeed ( )

◆ GetMovingSlopeAngle()

float32 GetMovingSlopeAngle ( ) const

This returns a smoothed angle when "moving" on a slope, if Idle will go to 0.0f;.

◆ GetOrCreate()

UGothicMovementComponent GetOrCreate ( AActor Actor,
FName WithName = NAME_None )
static

◆ GetPivotCheckDirection()

FVector GetPivotCheckDirection ( ) const

◆ GetRequestedWalkSpeed()

EWalkSpeed GetRequestedWalkSpeed ( ) const

Returns the WalkSpeed that the Character is supposed to move at if possible.

◆ GetStartMovingDirection()

FVector GetStartMovingDirection ( ) const

◆ GetWalkToSwimHeight()

float32 GetWalkToSwimHeight ( )

◆ GetWaterDepth()

float32 GetWaterDepth ( ) const

◆ GetWaterInDepth()

float32 GetWaterInDepth ( ) const

◆ IsMovingOnSlope()

bool IsMovingOnSlope ( ) const

This returns a true if is currently "moving" on a slope, if is Idle will be false.

◆ Multicast_SetCapsuleHalfHeight()

void Multicast_SetCapsuleHalfHeight ( float32 halfHeight)

◆ Server_SetCapsuleHalfHeight()

void Server_SetCapsuleHalfHeight ( float32 halfHeight)

Capsule height change + replication.

◆ Server_SetVerticalEdge()

void Server_SetVerticalEdge ( bool VerticalEdge)

◆ Server_SetWallSideEdge()

void Server_SetWallSideEdge ( bool WallSideEdge)

◆ SetCheatFlying()

void SetCheatFlying ( bool value)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ControllerRotation

const FRotator ControllerRotation

◆ CurrentMaxSpeed

const float32 CurrentMaxSpeed

◆ CurrentSpeed

const float32 CurrentSpeed

◆ m_MaxSecondsBeingStuck

float32 m_MaxSecondsBeingStuck

Unstuck Character *.

◆ m_MaxWaterfallForceSpeed

float32 m_MaxWaterfallForceSpeed

◆ m_OnHasWaterChanged

FG1RHasWaterChangedDelegate m_OnHasWaterChanged

Raised when water starts/stops being detected.

◆ MovingSlopeAngle

const float32 MovingSlopeAngle

This returns a smoothed angle when "moving" on a slope, if Idle will go to 0.0f;.

◆ PivotCheckDirection

const FVector PivotCheckDirection

◆ RequestedWalkSpeed

const EWalkSpeed RequestedWalkSpeed

Returns the WalkSpeed that the Character is supposed to move at if possible.

◆ StartMovingDirection

const FVector StartMovingDirection

◆ StepSmoothDamping

float32 StepSmoothDamping

Damping coefficient for Z smoothing. 2*sqrt(Stiffness) in code | 2.f * FMath::Sqrt(Stiffness) | returns the crit coeff.. we intentionally don't hardcode this.

◆ StepSmoothMinZDelta

float32 StepSmoothMinZDelta

lower values are bouncier, where higher values smoother but slugish.

◆ StepSmoothStiffness

float32 StepSmoothStiffness

Spring stiffness for vertical (step up) smoothing.

◆ WalkToSwimHeight

const float32 WalkToSwimHeight

◆ WaterDepth

const float32 WaterDepth

◆ WaterInDepth

const float32 WaterInDepth