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Class Character

Characters are Pawns that have a mesh, collision, and built-in movement logic.

Inheritance
System.Object
UObject
Actor
Pawn
Character
EQSTestingPawn
ArchVisCharacter
PaperCharacter
Inherited Members
Pawn.ReceivePossessed
Pawn.ReceiveUnpossessed
Pawn.AddControllerPitchInput(Single)
Pawn.AddControllerRollInput(Single)
Pawn.AddControllerYawInput(Single)
Pawn.AddMovementInput(Vector, Single, Boolean)
Pawn.ConsumeMovementInputVector()
Pawn.DetachFromControllerPendingDestroy()
Pawn.GetBaseAimRotation()
Pawn.GetController()
Pawn.GetControlRotation()
Pawn.GetLastMovementInputVector()
Pawn.GetMovementBaseActor(Pawn)
Pawn.GetMovementComponent()
Pawn.GetNavAgentLocation()
Pawn.GetPendingMovementInputVector()
Pawn.IsControlled()
Pawn.IsLocallyControlled()
Pawn.IsMoveInputIgnored()
Pawn.IsPlayerControlled()
Pawn.K2_GetMovementInputVector()
Pawn.LaunchPawn(Vector, Boolean, Boolean)
Pawn.PawnMakeNoise(Single, Vector, Boolean, Actor)
Pawn.SetCanAffectNavigationGeneration(Boolean, Boolean)
Pawn.SpawnDefaultController()
Pawn.bUseControllerRotationPitch
Pawn.bUseControllerRotationYaw
Pawn.bUseControllerRotationRoll
Pawn.bCanAffectNavigationGeneration
Pawn.BaseEyeHeight
Pawn.AutoPossessPlayer
Pawn.RemoteViewPitch
Pawn.AIControllerClass
Pawn.PlayerState
Pawn.LastHitBy
Pawn.Controller
Pawn.ControlInputVector
Pawn.LastControlInputVector
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class Character : Pawn
Remarks

They are responsible for all physical interaction between the player or AI and the world, and also implement basic networking and input models. They are designed for a vertically-oriented player representation that can walk, jump, fly, and swim through the world using CharacterMovementComponent.

@see APawn, UCharacterMovementComponent @see https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/Character/

Properties

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AnimRootMotionTranslationScale

Scale to apply to root motion translation on this Character

Declaration
public float AnimRootMotionTranslationScale { get; set; }
Property Value
Type Description
System.Single
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ArrowComponent

Component shown in the editor only to indicate character facing

Declaration
public ArrowComponent ArrowComponent { get; set; }
Property Value
Type Description
ArrowComponent
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BasedMovement

Info about our current movement base (object we are standing on).

Declaration
public BasedMovementInfo BasedMovement { get; set; }
Property Value
Type Description
BasedMovementInfo
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BaseRotationOffset

Saved rotation offset of mesh.

Declaration
public Quat BaseRotationOffset { get; set; }
Property Value
Type Description
Quat
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BaseTranslationOffset

Saved translation offset of mesh.

Declaration
public Vector BaseTranslationOffset { get; set; }
Property Value
Type Description
Vector
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bClientCheckEncroachmentOnNetUpdate

Declaration
public bool bClientCheckEncroachmentOnNetUpdate { get; set; }
Property Value
Type Description
System.Boolean
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bClientResimulateRootMotion

Declaration
public bool bClientResimulateRootMotion { get; set; }
Property Value
Type Description
System.Boolean
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bClientResimulateRootMotionSources

Declaration
public bool bClientResimulateRootMotionSources { get; set; }
Property Value
Type Description
System.Boolean
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bClientUpdating

Declaration
public bool bClientUpdating { get; set; }
Property Value
Type Description
System.Boolean
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bClientWasFalling

Declaration
public bool bClientWasFalling { get; set; }
Property Value
Type Description
System.Boolean
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bInBaseReplication

Declaration
public bool bInBaseReplication { get; set; }
Property Value
Type Description
System.Boolean
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bIsCrouched

Declaration
public bool bIsCrouched { get; }
Property Value
Type Description
System.Boolean
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bPressedJump

Declaration
public bool bPressedJump { get; }
Property Value
Type Description
System.Boolean
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bProxyIsJumpForceApplied

Declaration
public bool bProxyIsJumpForceApplied { get; set; }
Property Value
Type Description
System.Boolean
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bServerMoveIgnoreRootMotion

Declaration
public bool bServerMoveIgnoreRootMotion { get; set; }
Property Value
Type Description
System.Boolean
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bSimGravityDisabled

Declaration
public bool bSimGravityDisabled { get; set; }
Property Value
Type Description
System.Boolean
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bWasJumping

Declaration
public bool bWasJumping { get; }
Property Value
Type Description
System.Boolean
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CapsuleComponent

The CapsuleComponent being used for movement collision (by CharacterMovement). Always treated as being vertically aligned in simple collision check functions.

Declaration
public CapsuleComponent CapsuleComponent { get; }
Property Value
Type Description
CapsuleComponent
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CharacterMovement

Movement component used for movement logic in various movement modes (walking, falling, etc), containing relevant settings and functions to control movement.

Declaration
public CharacterMovementComponent CharacterMovement { get; }
Property Value
Type Description
CharacterMovementComponent
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ClientRootMotionParams

For LocallyControlled Autonomous clients. Saved root motion data to be used by SavedMoves.

Declaration
public RootMotionMovementParams ClientRootMotionParams { get; set; }
Property Value
Type Description
RootMotionMovementParams
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CrouchedEyeHeight

Default crouched eye height

Declaration
public float CrouchedEyeHeight { get; set; }
Property Value
Type Description
System.Single
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static Character DefaultObject { get; }
Property Value
Type Description
Character
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JumpCurrentCount

Tracks the current number of jumps performed.

Declaration
public int JumpCurrentCount { get; }
Property Value
Type Description
System.Int32
Remarks

This is incremented in CheckJumpInput, used in CanJump_Implementation, and reset in OnMovementModeChanged. When providing overrides for these methods, it's recommended to either manually increment / reset this value, or call the Super:: method.

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JumpForceTimeRemaining

Amount of jump force time remaining, if JumpMaxHoldTime > 0.

Declaration
public float JumpForceTimeRemaining { get; }
Property Value
Type Description
System.Single
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JumpKeyHoldTime

Jump key Held Time.

Declaration
public float JumpKeyHoldTime { get; }
Property Value
Type Description
System.Single
Remarks

This is the time that the player has held the jump key, in seconds.

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JumpMaxCount

The max number of jumps the character can perform.

Declaration
public int JumpMaxCount { get; set; }
Property Value
Type Description
System.Int32
Remarks

Note that if JumpMaxHoldTime is non zero and StopJumping is not called, the player may be able to perform and unlimited number of jumps. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).

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JumpMaxHoldTime

The max time the jump key can be held.

Declaration
public float JumpMaxHoldTime { get; set; }
Property Value
Type Description
System.Single
Remarks

Note that if StopJumping() is not called before the max jump hold time is reached, then the character will carry on receiving vertical velocity. Therefore it is usually best to call StopJumping() when jump input has ceased (such as a button up event).

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Mesh

The main skeletal mesh associated with this Character (optional sub-object).

Declaration
public SkeletalMeshComponent Mesh { get; }
Property Value
Type Description
SkeletalMeshComponent
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ProxyJumpForceStartedTime

Track last time a jump force started for a proxy.

Declaration
public float ProxyJumpForceStartedTime { get; }
Property Value
Type Description
System.Single
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ReplayLastTransformUpdateTimeStamp

Replay Last Transform Update Time Stamp

Declaration
public float ReplayLastTransformUpdateTimeStamp { get; set; }
Property Value
Type Description
System.Single
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ReplicatedBasedMovement

Replicated version of relative movement. Read-only on simulated proxies!

Declaration
public BasedMovementInfo ReplicatedBasedMovement { get; set; }
Property Value
Type Description
BasedMovementInfo
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ReplicatedMovementMode

CharacterMovement MovementMode (and custom mode) replicated for simulated proxies. Use CharacterMovementComponent::UnpackNetworkMovementMode() to translate it.

Declaration
public byte ReplicatedMovementMode { get; set; }
Property Value
Type Description
System.Byte
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ReplicatedServerLastTransformUpdateTimeStamp

CharacterMovement ServerLastTransformUpdateTimeStamp value, replicated to simulated proxies.

Declaration
public float ReplicatedServerLastTransformUpdateTimeStamp { get; set; }
Property Value
Type Description
System.Single
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RepRootMotion

Replicated Root Motion montage

Declaration
public RepRootMotionMontage RepRootMotion { get; set; }
Property Value
Type Description
RepRootMotionMontage
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SavedRootMotion

For LocallyControlled Autonomous clients.

Declaration
public RootMotionSourceGroup SavedRootMotion { get; set; }
Property Value
Type Description
RootMotionSourceGroup
Remarks

During a PerformMovement() after root motion is prepared, we save it off into this and then record it into our SavedMoves. During SavedMove playback we use it as our "Previous Move" SavedRootMotion which includes last received root motion from the Server

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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

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CacheInitialMeshOffset(Vector, Rotator)

Cache mesh offset from capsule.

Declaration
public void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation)
Parameters
Type Name Description
Vector MeshRelativeLocation
Rotator MeshRelativeRotation
Remarks

This is used as the target for network smoothing interpolation, when the mesh is offset with lagged smoothing. This is automatically called during initialization; call this at runtime if you intend to change the default mesh offset from the capsule. @see GetBaseTranslationOffset(), GetBaseRotationOffset()

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CanJump()

Check if the character can jump in the current state.

Declaration
public bool CanJump()
Returns
Type Description
System.Boolean
Remarks

The default implementation may be overridden or extended by implementing the custom CanJump event in Blueprints.

@Return Whether the character can jump in the current state.

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Crouch(Boolean)

Request the character to start crouching.

Declaration
public void Crouch(bool bClientSimulation)
Parameters
Type Name Description
System.Boolean bClientSimulation
Remarks

The request is processed on the next update of the CharacterMovementComponent. @see OnStartCrouch @see IsCrouched @see CharacterMovement->WantsToCrouch

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GetAnimRootMotionTranslationScale()

Returns current value of AnimRootMotionScale

Declaration
public float GetAnimRootMotionTranslationScale()
Returns
Type Description
System.Single
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GetBaseRotationOffsetRotator()

Get the saved rotation offset of mesh. This is how much extra rotation is applied from the capsule rotation.

Declaration
public Rotator GetBaseRotationOffsetRotator()
Returns
Type Description
Rotator
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GetBaseTranslationOffset()

Get the saved translation offset of mesh. This is how much extra offset is applied from the center of the capsule.

Declaration
public Vector GetBaseTranslationOffset()
Returns
Type Description
Vector
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GetCurrentMontage()

Return current playing Montage *

Declaration
public AnimMontage GetCurrentMontage()
Returns
Type Description
AnimMontage
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IsJumpProvidingForce()

True if jump is actively providing a force, such as when the jump key is held and the time it has been held is less than JumpMaxHoldTime.

Declaration
public bool IsJumpProvidingForce()
Returns
Type Description
System.Boolean
Remarks

@see CharacterMovement->IsFalling

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IsPlayingNetworkedRootMotionMontage()

True if we are playing Root Motion right now, through a Montage with RootMotionMode == ERootMotionMode::RootMotionFromMontagesOnly.

Declaration
public bool IsPlayingNetworkedRootMotionMontage()
Returns
Type Description
System.Boolean
Remarks

This means code path for networked root motion is enabled.

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IsPlayingRootMotion()

True if we are playing Root Motion right now

Declaration
public bool IsPlayingRootMotion()
Returns
Type Description
System.Boolean
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Jump()

Make the character jump on the next update.

Declaration
public void Jump()
Remarks

If you want your character to jump according to the time that the jump key is held, then you can set JumpKeyHoldTime to some non-zero value. Make sure in this case to call StopJumping() when you want the jump's z-velocity to stop being applied (such as on a button up event), otherwise the character will carry on receiving the velocity until JumpKeyHoldTime is reached.

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LaunchCharacter(Vector, Boolean, Boolean)

Set a pending launch velocity on the Character.

Declaration
public void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride)
Parameters
Type Name Description
Vector LaunchVelocity
System.Boolean bXYOverride
System.Boolean bZOverride
Remarks

This velocity will be processed on the next CharacterMovementComponent tick, and will set it to the "falling" state. Triggers the OnLaunched event. @PARAM LaunchVelocity is the velocity to impart to the Character @PARAM bXYOverride if true replace the XY part of the Character's velocity instead of adding to it. @PARAM bZOverride if true replace the Z component of the Character's velocity instead of adding to it.

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New(UObject, Name)

Spawn an object of this class

Declaration
public static Character New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
Character
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PlayAnimMontage(AnimMontage, Single, Name)

Play Animation Montage on the character mesh *

Declaration
public float PlayAnimMontage(AnimMontage AnimMontage, float InPlayRate, Name StartSectionName)
Parameters
Type Name Description
AnimMontage AnimMontage
System.Single InPlayRate
Name StartSectionName
Returns
Type Description
System.Single
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StopAnimMontage(AnimMontage)

Stop Animation Montage. If nullptr, it will stop what's currently active. The Blend Out Time is taken from the montage asset that is being stopped. *

Declaration
public void StopAnimMontage(AnimMontage AnimMontage)
Parameters
Type Name Description
AnimMontage AnimMontage
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StopJumping()

Stop the character from jumping on the next update.

Declaration
public void StopJumping()
Remarks

Call this from an input event (such as a button 'up' event) to cease applying jump Z-velocity. If this is not called, then jump z-velocity will be applied until JumpMaxHoldTime is reached.

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UnCrouch(Boolean)

Request the character to stop crouching.

Declaration
public void UnCrouch(bool bClientSimulation)
Parameters
Type Name Description
System.Boolean bClientSimulation
Remarks

The request is processed on the next update of the CharacterMovementComponent. @see OnEndCrouch @see IsCrouched @see CharacterMovement->WantsToCrouch

Events

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CanJumpInternal

Customizable event to check if the character can jump in the current state.

Declaration
public event Character.CanJumpInternal_delegate CanJumpInternal
Event Type
Type Description
Character.CanJumpInternal_delegate
Remarks

Default implementation returns true if the character is on the ground and not crouching, has a valid CharacterMovementComponent and CanEverJump() returns true. Default implementation also allows for 'hold to jump higher' functionality: As well as returning true when on the ground, it also returns true when GetMaxJumpTime is more than zero and IsJumping returns true.

@Return Whether the character can jump in the current state.

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K2_OnEndCrouch

Event when Character stops crouching.

Declaration
public event Character.K2_OnEndCrouch_delegate K2_OnEndCrouch
Event Type
Type Description
Character.K2_OnEndCrouch_delegate
Remarks

@param HalfHeightAdjust difference between default collision half-height, and actual crouched capsule half-height. @param ScaledHalfHeightAdjust difference after component scale is taken in to account.

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K2_OnMovementModeChanged

Called from CharacterMovementComponent to notify the character that the movement mode has changed.

Declaration
public event Character.K2_OnMovementModeChanged_delegate K2_OnMovementModeChanged
Event Type
Type Description
Character.K2_OnMovementModeChanged_delegate
Remarks

@param PrevMovementMode Movement mode before the change @param NewMovementMode New movement mode @param PrevCustomMode Custom mode before the change (applicable if PrevMovementMode is Custom) @param NewCustomMode New custom mode (applicable if NewMovementMode is Custom)

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K2_OnStartCrouch

Event when Character crouches.

Declaration
public event Character.K2_OnStartCrouch_delegate K2_OnStartCrouch
Event Type
Type Description
Character.K2_OnStartCrouch_delegate
Remarks

@param HalfHeightAdjust difference between default collision half-height, and actual crouched capsule half-height. @param ScaledHalfHeightAdjust difference after component scale is taken in to account.

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K2_UpdateCustomMovement

Event for implementing custom character movement mode.

Declaration
public event Character.K2_UpdateCustomMovement_delegate K2_UpdateCustomMovement
Event Type
Type Description
Character.K2_UpdateCustomMovement_delegate
Remarks

Called by CharacterMovement if MovementMode is set to Custom. @note C++ code should override UCharacterMovementComponent::PhysCustom() instead. @see UCharacterMovementComponent::PhysCustom()

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OnJumped

Event fired when the character has just started jumping

Declaration
public event Character.OnJumped_delegate OnJumped
Event Type
Type Description
Character.OnJumped_delegate
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OnLanded

Called upon landing when falling, to perform actions based on the Hit result.

Declaration
public event Character.OnLanded_delegate OnLanded
Event Type
Type Description
Character.OnLanded_delegate
Remarks

Note that movement mode is still "Falling" during this event. Current Velocity value is the velocity at the time of landing. Consider OnMovementModeChanged() as well, as that can be used once the movement mode changes to the new mode (most likely Walking).

@param Hit Result describing the landing that resulted in a valid landing spot. @see OnMovementModeChanged()

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OnLaunched

Let blueprint know that we were launched

Declaration
public event Character.OnLaunched_delegate OnLaunched
Event Type
Type Description
Character.OnLaunched_delegate
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OnWalkingOffLedge

Event fired when the Character is walking off a surface and is about to fall because CharacterMovement->CurrentFloor became unwalkable.

Declaration
public event Character.OnWalkingOffLedge_delegate OnWalkingOffLedge
Event Type
Type Description
Character.OnWalkingOffLedge_delegate
Remarks

If CharacterMovement->MovementMode does not change during this event then the character will automatically start falling afterwards. @note Z velocity is zero during walking movement, and will be here as well. Another velocity can be computed here if desired and will be used when starting to fall.

@param PreviousFloorImpactNormal Normal of the previous walkable floor. @param PreviousFloorContactNormal Normal of the contact with the previous walkable floor. @param PreviousLocation Previous character location before movement off the ledge. @param TimeTick Time delta of movement update resulting in moving off the ledge.

Operators

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Implicit(IntPtr to Character)

Convert from IntPtr to UObject

Declaration
public static implicit operator Character(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
Character
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