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

Move the root component between a series of points over a given time *. More...

Public Member Functions

Game|Components|InterpToMovement
void StopSimulating (FHitResult HitResult)
 Clears the reference to UpdatedComponent, fires stop event, and stops ticking.
Functions
bool GetbPauseOnImpact () const
 If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.
void SetbPauseOnImpact (bool Value)
 If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.
bool GetbForceSubStepping () const
 If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. See: MaxSimulationTimeStep, MaxSimulationIterations.
void SetbForceSubStepping (bool Value)
 If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. See: MaxSimulationTimeStep, MaxSimulationIterations.
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 UInterpToMovementComponent Get (const AActor Actor, FName WithName=NAME_None)
static UInterpToMovementComponent GetOrCreate (AActor Actor, FName WithName=NAME_None)
static UInterpToMovementComponent 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

Behaviour
bool bSweep
 If true, will sweep for blocking collision during movement. If false, it will simply teleport to the next position and ignore collision.
ETeleportType TeleportType
 Physics teleport type.
EInterpToBehaviourType BehaviourType
 Movement behaviour of the component.
bool bCheckIfStillInWorld
 Do we want this comp to perform CheckStillInWorld checks?
bool bPauseOnImpact
 If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.
Simulation
bool bForceSubStepping
 If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. @see MaxSimulationTimeStep, MaxSimulationIterations.
float32 SpeedMultiplier
 Change the speed of movement.
float32 MaxSimulationTimeStep
 Max time delta for each discrete simulation step. Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
int MaxSimulationIterations
 Max number of iterations used for each discrete simulation step. Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
Variables
FOnInterpToResetDelegate__InterpToMovementComponent OnResetDelegate
 Called when InterpTo reached the end and reset back to start .
FOnInterpToReverseDelegate__InterpToMovementComponent OnInterpToReverse
 Called when InterpTo impacts something and reverse is enabled.
FOnInterpToStopDelegate__InterpToMovementComponent OnInterpToStop
 Called when InterpTo has come to a stop.
FOnInterpToWaitBeginDelegate__InterpToMovementComponent OnWaitBeginDelegate
 Called when InterpTo has come to a stop but will resume when possible.
FOnInterpToWaitEndDelegate__InterpToMovementComponent OnWaitEndDelegate
 Called when InterpTo has resumed following a stop.
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

Control

float32 Duration
 How long to take to move from the first point to the last (or vice versa).
TArray< FInterpControlPoint > ControlPoints
 List of control points to visit.
void FinaliseControlPoints ()
 Initialise the control points array. Call after adding control points if they are add after begin play .
void ResetControlPoints ()
 Clear the control points array and set to stopped.
void RestartMovement (float32 InitialDirection=1.000000)
 Reset to start. Sets time to zero and direction to 1.
void AddControlPointPosition (FVector Pos, bool bPositionIsRelative=true)
 Add a control point that represents a position.

Detailed Description

Move the root component between a series of points over a given time *.

@see UMovementComponent

Member Function Documentation

◆ AddControlPointPosition()

void AddControlPointPosition ( FVector Pos,
bool bPositionIsRelative = true )

Add a control point that represents a position.

◆ Create()

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

◆ FinaliseControlPoints()

void FinaliseControlPoints ( )

Initialise the control points array. Call after adding control points if they are add after begin play .

◆ Get()

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

◆ GetbForceSubStepping()

bool GetbForceSubStepping ( ) const

If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. See: MaxSimulationTimeStep, MaxSimulationIterations.

◆ GetbPauseOnImpact()

bool GetbPauseOnImpact ( ) const

If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.

◆ GetOrCreate()

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

◆ ResetControlPoints()

void ResetControlPoints ( )

Clear the control points array and set to stopped.

◆ RestartMovement()

void RestartMovement ( float32 InitialDirection = 1.000000)

Reset to start. Sets time to zero and direction to 1.

◆ SetbForceSubStepping()

void SetbForceSubStepping ( bool Value)

If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. See: MaxSimulationTimeStep, MaxSimulationIterations.

◆ SetbPauseOnImpact()

void SetbPauseOnImpact ( bool Value)

If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.

◆ StaticClass()

UClass StaticClass ( )
static

◆ StopSimulating()

void StopSimulating ( FHitResult HitResult)

Clears the reference to UpdatedComponent, fires stop event, and stops ticking.

Member Data Documentation

◆ bCheckIfStillInWorld

bool bCheckIfStillInWorld

Do we want this comp to perform CheckStillInWorld checks?

◆ BehaviourType

EInterpToBehaviourType BehaviourType

Movement behaviour of the component.

◆ bForceSubStepping

bool bForceSubStepping

If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. Objects that move in a straight line typically do not need to set this, as movement always uses continuous collision detection (sweeps) so collision is not missed. Sub-stepping is automatically enabled when under the effects of gravity or when homing towards a target. @see MaxSimulationTimeStep, MaxSimulationIterations.

◆ bPauseOnImpact

bool bPauseOnImpact

If true, will pause movement on impact. If false it will behave as if the end of the movement range was reached based on the BehaviourType.

◆ bSweep

bool bSweep

If true, will sweep for blocking collision during movement. If false, it will simply teleport to the next position and ignore collision.

◆ ControlPoints

TArray<FInterpControlPoint> ControlPoints

List of control points to visit.

◆ Duration

float32 Duration

How long to take to move from the first point to the last (or vice versa).

◆ MaxSimulationIterations

int MaxSimulationIterations

Max number of iterations used for each discrete simulation step. Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.

WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. @see MaxSimulationTimeStep, bForceSubStepping

◆ MaxSimulationTimeStep

float32 MaxSimulationTimeStep

Max time delta for each discrete simulation step. Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.

WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. @see MaxSimulationIterations, bForceSubStepping

◆ OnInterpToReverse

Called when InterpTo impacts something and reverse is enabled.

◆ OnInterpToStop

Called when InterpTo has come to a stop.

◆ OnResetDelegate

Called when InterpTo reached the end and reset back to start .

◆ OnWaitBeginDelegate

Called when InterpTo has come to a stop but will resume when possible.

◆ OnWaitEndDelegate

Called when InterpTo has resumed following a stop.

◆ SpeedMultiplier

float32 SpeedMultiplier

Change the speed of movement.

◆ TeleportType

ETeleportType TeleportType

Physics teleport type.