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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Move the root component between a series of points over a given time *.
@see UMovementComponent
| void AddControlPointPosition | ( | FVector | Pos, |
| bool | bPositionIsRelative = true ) |
Add a control point that represents a position.
|
static |
| void FinaliseControlPoints | ( | ) |
Initialise the control points array. Call after adding control points if they are add after begin play .
|
static |
| 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.
| 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.
|
static |
| 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 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.
| 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.
|
static |
| void StopSimulating | ( | FHitResult | HitResult | ) |
Clears the reference to UpdatedComponent, fires stop event, and stops ticking.
| bool bCheckIfStillInWorld |
Do we want this comp to perform CheckStillInWorld checks?
| EInterpToBehaviourType BehaviourType |
Movement behaviour of the component.
| 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.
| 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.
| bool bSweep |
If true, will sweep for blocking collision during movement. If false, it will simply teleport to the next position and ignore collision.
| TArray<FInterpControlPoint> ControlPoints |
List of control points to visit.
| float32 Duration |
How long to take to move from the first point to the last (or vice versa).
| 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
| 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
| FOnInterpToReverseDelegate__InterpToMovementComponent OnInterpToReverse |
Called when InterpTo impacts something and reverse is enabled.
| FOnInterpToStopDelegate__InterpToMovementComponent OnInterpToStop |
Called when InterpTo has come to a stop.
| FOnInterpToResetDelegate__InterpToMovementComponent OnResetDelegate |
Called when InterpTo reached the end and reset back to start .
| 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.
| float32 SpeedMultiplier |
Change the speed of movement.
| ETeleportType TeleportType |
Physics teleport type.