Class CharacterMovementComponent
CharacterMovementComponent handles movement logic for the associated Character owner.
Inheritance
System.Object
CharacterMovementComponent
Inherited Members
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)
Assembly: UE4DotNet.dll
Syntax
public class CharacterMovementComponent : PawnMovementComponent
Properties
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Acceleration
Current acceleration vector (with magnitude).
Declaration
public Vector Acceleration { get; set; }
Property Value
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AirControl
When falling, amount of lateral movement control available to the character.
Declaration
public float AirControl { get; set; }
Property Value
| Type |
Description |
| System.Single |
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AirControlBoostMultiplier
When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold.
Declaration
public float AirControlBoostMultiplier { get; set; }
Property Value
| Type |
Description |
| System.Single |
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AirControlBoostVelocityThreshold
When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier.
Declaration
public float AirControlBoostVelocityThreshold { get; set; }
Property Value
| Type |
Description |
| System.Single |
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Modifier to applied to values such as acceleration and max speed due to analog input.
Declaration
public float AnalogInputModifier { get; set; }
Property Value
| Type |
Description |
| System.Single |
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AnimRootMotionVelocity
Velocity extracted from RootMotionParams when there is anim root motion active. Invalid to use when HasAnimRootMotion() returns false.
Declaration
public Vector AnimRootMotionVelocity { get; set; }
Property Value
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AvoidanceConsiderationRadius
Avoidance Consideration Radius
Declaration
public float AvoidanceConsiderationRadius { get; }
Property Value
| Type |
Description |
| System.Single |
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AvoidanceGroup
Moving actor's group mask
Declaration
public NavAvoidanceMask AvoidanceGroup { get; }
Property Value
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AvoidanceUID
No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.
Declaration
public int AvoidanceUID { get; }
Property Value
| Type |
Description |
| System.Int32 |
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AvoidanceWeight
De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.
Declaration
public float AvoidanceWeight { get; }
Property Value
| Type |
Description |
| System.Single |
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bAllowPhysicsRotationDuringAnimRootMotion
Declaration
public bool bAllowPhysicsRotationDuringAnimRootMotion { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bAlwaysCheckFloor
Declaration
public bool bAlwaysCheckFloor { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bApplyGravityWhileJumping
Declaration
public bool bApplyGravityWhileJumping { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bCanWalkOffLedges
Declaration
public bool bCanWalkOffLedges { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bCanWalkOffLedgesWhenCrouching
Declaration
public bool bCanWalkOffLedgesWhenCrouching { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bCheatFlying
Declaration
public bool bCheatFlying { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bCrouchMaintainsBaseLocation
Declaration
public bool bCrouchMaintainsBaseLocation { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bDeferUpdateMoveComponent
Declaration
public bool bDeferUpdateMoveComponent { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bEnablePhysicsInteraction
Declaration
public bool bEnablePhysicsInteraction { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bEnableScopedMovementUpdates
Declaration
public bool bEnableScopedMovementUpdates { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bFastAttachedMove
Declaration
public bool bFastAttachedMove { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bForceMaxAccel
Declaration
public bool bForceMaxAccel { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bForceNextFloorCheck
Declaration
public bool bForceNextFloorCheck { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bHasRequestedVelocity
Declaration
public bool bHasRequestedVelocity { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bIgnoreBaseRotation
Declaration
public bool bIgnoreBaseRotation { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bIgnoreClientMovementErrorChecksAndCorrection
Declaration
public bool bIgnoreClientMovementErrorChecksAndCorrection { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bImpartBaseAngularVelocity
Declaration
public bool bImpartBaseAngularVelocity { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bImpartBaseVelocityX
Declaration
public bool bImpartBaseVelocityX { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bImpartBaseVelocityY
Declaration
public bool bImpartBaseVelocityY { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bImpartBaseVelocityZ
Declaration
public bool bImpartBaseVelocityZ { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bJustTeleported
Declaration
public bool bJustTeleported { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bMaintainHorizontalGroundVelocity
Declaration
public bool bMaintainHorizontalGroundVelocity { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bMovementInProgress
Declaration
public bool bMovementInProgress { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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Declaration
public bool bNetworkAlwaysReplicateTransformUpdateTimestamp { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bNetworkMovementModeChanged
Declaration
public bool bNetworkMovementModeChanged { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bNetworkSkipProxyPredictionOnNetUpdate
Declaration
public bool bNetworkSkipProxyPredictionOnNetUpdate { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bNetworkUpdateReceived
Declaration
public bool bNetworkUpdateReceived { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bNotifyApex
Declaration
public bool bNotifyApex { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bOrientRotationToMovement
Declaration
public bool bOrientRotationToMovement { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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Declaration
public bool bPerformingJumpOff { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bProjectNavMeshOnBothWorldChannels
Declaration
public bool bProjectNavMeshOnBothWorldChannels { get; }
Property Value
| Type |
Description |
| System.Boolean |
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bProjectNavMeshWalking
Declaration
public bool bProjectNavMeshWalking { get; }
Property Value
| Type |
Description |
| System.Boolean |
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bPushForceScaledToMass
Declaration
public bool bPushForceScaledToMass { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bPushForceUsingZOffset
Declaration
public bool bPushForceUsingZOffset { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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BrakingDecelerationFalling
Lateral deceleration when falling and not applying acceleration.
Declaration
public float BrakingDecelerationFalling { get; set; }
Property Value
| Type |
Description |
| System.Single |
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BrakingDecelerationFlying
Deceleration when flying and not applying acceleration.
Declaration
public float BrakingDecelerationFlying { get; set; }
Property Value
| Type |
Description |
| System.Single |
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BrakingDecelerationSwimming
Deceleration when swimming and not applying acceleration.
Declaration
public float BrakingDecelerationSwimming { get; set; }
Property Value
| Type |
Description |
| System.Single |
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BrakingDecelerationWalking
Deceleration when walking and not applying acceleration.
Declaration
public float BrakingDecelerationWalking { get; set; }
Property Value
| Type |
Description |
| System.Single |
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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.
Declaration
public float BrakingFriction { get; set; }
Property Value
| Type |
Description |
| System.Single |
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BrakingFrictionFactor
Factor used to multiply actual value of friction used when braking.
Declaration
public float BrakingFrictionFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
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bRequestedMoveUseAcceleration
Declaration
public bool bRequestedMoveUseAcceleration { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bRequestedMoveWithMaxSpeed
Declaration
public bool bRequestedMoveWithMaxSpeed { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bRunPhysicsWithNoController
Declaration
public bool bRunPhysicsWithNoController { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bScalePushForceToVelocity
Declaration
public bool bScalePushForceToVelocity { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bShrinkProxyCapsule
Declaration
public bool bShrinkProxyCapsule { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bSweepWhileNavWalking
Declaration
public bool bSweepWhileNavWalking { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bTouchForceScaledToMass
Declaration
public bool bTouchForceScaledToMass { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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Buoyancy
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
Declaration
public float Buoyancy { get; set; }
Property Value
| Type |
Description |
| System.Single |
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bUseControllerDesiredRotation
Declaration
public bool bUseControllerDesiredRotation { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bUseFlatBaseForFloorChecks
Declaration
public bool bUseFlatBaseForFloorChecks { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bUseRVOAvoidance
Declaration
public bool bUseRVOAvoidance { get; }
Property Value
| Type |
Description |
| System.Boolean |
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bUseSeparateBrakingFriction
Declaration
public bool bUseSeparateBrakingFriction { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bWantsToCrouch
Declaration
public bool bWantsToCrouch { get; }
Property Value
| Type |
Description |
| System.Boolean |
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bWantsToLeaveNavWalking
Declaration
public bool bWantsToLeaveNavWalking { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bWasAvoidanceUpdated
Declaration
public bool bWasAvoidanceUpdated { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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bWasSimulatingRootMotion
Declaration
public bool bWasSimulatingRootMotion { get; set; }
Property Value
| Type |
Description |
| System.Boolean |
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CharacterOwner
Character movement component belongs to
Declaration
public Character CharacterOwner { get; set; }
Property Value
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CrouchedHalfHeight
Collision half-height when crouching (component scale is applied separately)
Declaration
public float CrouchedHalfHeight { get; }
Property Value
| Type |
Description |
| System.Single |
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CurrentFloor
Information about the floor the Character is standing on (updated only during walking movement).
Declaration
public FindFloorResult CurrentFloor { get; }
Property Value
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CurrentRootMotion
Root Motion Group containing active root motion sources being applied to movement
Declaration
public RootMotionSourceGroup CurrentRootMotion { get; set; }
Property Value
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CustomMovementMode
Current custom sub-mode if MovementMode is set to Custom.
Declaration
public byte CustomMovementMode { get; }
Property Value
| Type |
Description |
| System.Byte |
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DefaultLandMovementMode
Default movement mode when not in water.
Declaration
public byte DefaultLandMovementMode { get; set; }
Property Value
| Type |
Description |
| System.Byte |
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static CharacterMovementComponent DefaultObject { get; }
Property Value
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DefaultWaterMovementMode
Default movement mode when in water.
Declaration
public byte DefaultWaterMovementMode { get; set; }
Property Value
| Type |
Description |
| System.Byte |
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DeferredUpdatedMoveComponent
What to update CharacterOwner and UpdatedComponent after movement ends
Declaration
public SceneComponent DeferredUpdatedMoveComponent { get; set; }
Property Value
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FallingLateralFriction
Friction to apply to lateral air movement when falling.
Declaration
public float FallingLateralFriction { get; set; }
Property Value
| Type |
Description |
| System.Single |
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GravityScale
Custom gravity scale. Gravity is multiplied by this amount for the character.
Declaration
public float GravityScale { get; set; }
Property Value
| Type |
Description |
| System.Single |
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GroundFriction
Setting that affects movement control.
Declaration
public float GroundFriction { get; set; }
Property Value
| Type |
Description |
| System.Single |
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GroundMovementMode
Ground movement mode to switch to after falling and resuming ground movement.
Declaration
public byte GroundMovementMode { get; set; }
Property Value
| Type |
Description |
| System.Byte |
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GroupsToAvoid
Will avoid other agents if they are in one of specified groups
Declaration
public NavAvoidanceMask GroupsToAvoid { get; }
Property Value
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GroupsToIgnore
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
Declaration
public NavAvoidanceMask GroupsToIgnore { get; }
Property Value
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InitialPushForceFactor
Initial impulse force to apply when the player bounces into a blocking physics object.
Declaration
public float InitialPushForceFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
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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.)
Declaration
public float JumpOffJumpZFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
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JumpOutOfWaterPitch
When exiting water, jump if control pitch angle is this high or above.
Declaration
public float JumpOutOfWaterPitch { get; set; }
Property Value
| Type |
Description |
| System.Single |
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JumpZVelocity
Initial velocity (instantaneous vertical acceleration) when jumping.
Declaration
public float JumpZVelocity { get; set; }
Property Value
| Type |
Description |
| System.Single |
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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.
Declaration
public Vector LastUpdateLocation { get; set; }
Property Value
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LastUpdateRotation
Rotation after last PerformMovement or SimulateMovement update.
Declaration
public Quat LastUpdateRotation { get; set; }
Property Value
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LastUpdateVelocity
Velocity after last PerformMovement or SimulateMovement update. Used internally to detect changes in velocity from external sources.
Declaration
public Vector LastUpdateVelocity { get; set; }
Property Value
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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. *
Declaration
public float LedgeCheckThreshold { get; set; }
Property Value
| Type |
Description |
| System.Single |
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ListenServerNetworkSimulatedSmoothLocationTime
Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.
Declaration
public float ListenServerNetworkSimulatedSmoothLocationTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
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ListenServerNetworkSimulatedSmoothRotationTime
Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.
Declaration
public float ListenServerNetworkSimulatedSmoothRotationTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
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Mass
Mass of pawn (for when momentum is imparted to it).
Declaration
public float Mass { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxAcceleration
Max Acceleration (rate of change of velocity)
Declaration
public float MaxAcceleration { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxCustomMovementSpeed
The maximum speed when using Custom movement mode.
Declaration
public float MaxCustomMovementSpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxDepenetrationWithGeometry
Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.
Declaration
public float MaxDepenetrationWithGeometry { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxDepenetrationWithGeometryAsProxy
Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.
Declaration
public float MaxDepenetrationWithGeometryAsProxy { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxDepenetrationWithPawn
Max distance we are allowed to depenetrate when moving out of other Pawns.
Declaration
public float MaxDepenetrationWithPawn { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxDepenetrationWithPawnAsProxy
Max distance we allow simulated proxies to depenetrate when moving out of other Pawns.
Declaration
public float MaxDepenetrationWithPawnAsProxy { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxFlySpeed
The maximum flying speed.
Declaration
public float MaxFlySpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxOutOfWaterStepHeight
Maximum step height for getting out of water
Declaration
public float MaxOutOfWaterStepHeight { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxSimulationIterations
Max number of iterations used for each discrete simulation step.
Declaration
public int MaxSimulationIterations { get; set; }
Property Value
| Type |
Description |
| System.Int32 |
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MaxSimulationTimeStep
Max time delta for each discrete simulation step.
Declaration
public float MaxSimulationTimeStep { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxStepHeight
Maximum height character can step up
Declaration
public float MaxStepHeight { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxSwimSpeed
The maximum swimming speed.
Declaration
public float MaxSwimSpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxTouchForce
Declaration
public float MaxTouchForce { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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MaxWalkSpeed
The maximum ground speed when walking. Also determines maximum lateral speed when falling.
Declaration
public float MaxWalkSpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MaxWalkSpeedCrouched
The maximum ground speed when walking and crouched.
Declaration
public float MaxWalkSpeedCrouched { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MinAnalogWalkSpeed
The ground speed that we should accelerate up to when walking at minimum analog stick tilt
Declaration
public float MinAnalogWalkSpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MinTimeBetweenTimeStampResets
Minimum time between client TimeStamp resets.
Declaration
public float MinTimeBetweenTimeStampResets { get; set; }
Property Value
| Type |
Description |
| System.Single |
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MinTouchForce
Declaration
public float MinTouchForce { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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MovementMode
Actor's current movement mode (walking, falling, etc).
Declaration
public byte MovementMode { get; }
Property Value
| Type |
Description |
| System.Byte |
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NavMeshProjectionHeightScaleDown
Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction.
Declaration
public float NavMeshProjectionHeightScaleDown { get; set; }
Property Value
| Type |
Description |
| System.Single |
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NavMeshProjectionHeightScaleUp
Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction.
Declaration
public float NavMeshProjectionHeightScaleUp { get; set; }
Property Value
| Type |
Description |
| System.Single |
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NavMeshProjectionInterpSpeed
Speed at which to interpolate agent navmesh offset between traces. 0: Instant (no interp) > 0: Interp speed")
Declaration
public float NavMeshProjectionInterpSpeed { get; set; }
Property Value
| Type |
Description |
| System.Single |
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NavMeshProjectionInterval
How often we should raycast to project from navmesh to underlying geometry
Declaration
public float NavMeshProjectionInterval { get; set; }
Property Value
| Type |
Description |
| System.Single |
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NavMeshProjectionTimer
Nav Mesh Projection Timer
Declaration
public float NavMeshProjectionTimer { get; set; }
Property Value
| Type |
Description |
| System.Single |
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NavWalkingFloorDistTolerance
Ignore small differences in ground height between server and client data during NavWalking mode
Declaration
public float NavWalkingFloorDistTolerance { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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NetProxyShrinkHalfHeight
Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.
Declaration
public float NetProxyShrinkHalfHeight { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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NetProxyShrinkRadius
Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.
Declaration
public float NetProxyShrinkRadius { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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NetworkLargeClientCorrectionDistance
If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments.
Declaration
public float NetworkLargeClientCorrectionDistance { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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NetworkMaxSmoothUpdateDistance
Maximum distance character is allowed to lag behind server location when interpolating between updates.
Declaration
public float NetworkMaxSmoothUpdateDistance { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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NetworkMinTimeBetweenClientAckGoodMoves
Minimum time on the server between acknowledging good client moves. This can save on bandwidth. Set to 0 to disable throttling.
Declaration
public float NetworkMinTimeBetweenClientAckGoodMoves { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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NetworkMinTimeBetweenClientAdjustments
Minimum time on the server between sending client adjustments when client has exceeded allowable position error.
Declaration
public float NetworkMinTimeBetweenClientAdjustments { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
Declaration
public float NetworkMinTimeBetweenClientAdjustmentsLargeCorrection { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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NetworkNoSmoothUpdateDistance
Maximum distance beyond which character is teleported to the new server location without any smoothing.
Declaration
public float NetworkNoSmoothUpdateDistance { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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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.
Declaration
public float NetworkSimulatedSmoothLocationTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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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.
Declaration
public float NetworkSimulatedSmoothRotationTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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OutofWaterZ
Z velocity applied when pawn tries to get out of water
Declaration
public float OutofWaterZ { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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PendingForceToApply
Accumulated force to be added next tick.
Declaration
public Vector PendingForceToApply { get; set; }
Property Value
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PendingImpulseToApply
Accumulated impulse to be added next tick.
Declaration
public Vector PendingImpulseToApply { get; set; }
Property Value
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PendingLaunchVelocity
Temporarily holds launch velocity when pawn is to be launched so it happens at end of movement.
Declaration
public Vector PendingLaunchVelocity { get; set; }
Property Value
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PerchAdditionalHeight
When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch.
Declaration
public float PerchAdditionalHeight { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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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.
Declaration
public float PerchRadiusThreshold { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
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PostPhysicsTickFunction
Post-physics tick function for this character
Declaration
public CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction { get; set; }
Property Value
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PushForceFactor
Force to apply when the player collides with a blocking physics object.
Declaration
public float PushForceFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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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.
Declaration
public float PushForcePointZOffsetFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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RepulsionForce
Force per kg applied constantly to all overlapping components.
Declaration
public float RepulsionForce { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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RequestedVelocity
Velocity requested by path following.
Declaration
public Vector RequestedVelocity { get; set; }
Property Value
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RootMotionParams
Root Motion movement params.
Declaration
public RootMotionMovementParams RootMotionParams { get; set; }
Property Value
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RotationRate
Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true. Set a negative value for infinite rotation rate and instant turns.
Declaration
public Rotator RotationRate { get; set; }
Property Value
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ServerLastClientAdjustmentTime
Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.
Declaration
public float ServerLastClientAdjustmentTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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ServerLastClientGoodMoveAckTime
Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.
Declaration
public float ServerLastClientGoodMoveAckTime { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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Timestamp when location or rotation last changed during an update. Only valid on the server.
Declaration
public float ServerLastTransformUpdateTimeStamp { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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StandingDownwardForceScale
Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.
Declaration
public float StandingDownwardForceScale { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
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TouchForceFactor
Force to apply to physics objects that are touched by the player.
Declaration
public float TouchForceFactor { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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WalkableFloorAngle
Max angle in degrees of a walkable surface. Any greater than this and it is too steep to be walkable.
Declaration
public float WalkableFloorAngle { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
|
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WalkableFloorZ
Minimum Z value for floor normal. If less, not a walkable surface. Computed from WalkableFloorAngle.
Declaration
public float WalkableFloorZ { get; set; }
Property Value
| Type |
Description |
| System.Single |
|
Methods
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AddForce(Vector)
Declaration
public void AddForce(Vector Force)
Parameters
| Type |
Name |
Description |
| Vector |
Force |
|
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AddImpulse(Vector, Boolean)
Add impulse to character.
Declaration
public void AddImpulse(Vector Impulse, bool bVelocityChange)
Parameters
| Type |
Name |
Description |
| Vector |
Impulse |
|
| System.Boolean |
bVelocityChange |
|
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CalcVelocity(Single, Single, Boolean, Single)
Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration.
Declaration
public void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
Parameters
| Type |
Name |
Description |
| System.Single |
DeltaTime |
|
| System.Single |
Friction |
|
| System.Boolean |
bFluid |
|
| System.Single |
BrakingDeceleration |
|
|
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ClearAccumulatedForces()
Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity.
Declaration
public void ClearAccumulatedForces()
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DisableMovement()
Make movement impossible (sets movement mode to MOVE_None).
Declaration
public void DisableMovement()
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@return Modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement.
Declaration
public float GetAnalogInputModifier()
Returns
| Type |
Description |
| System.Single |
|
|
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GetCharacterOwner()
Get the Character that owns UpdatedComponent.
Declaration
public Character GetCharacterOwner()
Returns
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GetCurrentAcceleration()
@return Current acceleration, computed from input vector each update.
Declaration
public Vector GetCurrentAcceleration()
Returns
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GetImpartedMovementBaseVelocity()
If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it.
Declaration
public Vector GetImpartedMovementBaseVelocity()
Returns
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GetLastUpdateLocation()
Returns the location at the end of the last tick.
Declaration
public Vector GetLastUpdateLocation()
Returns
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GetLastUpdateRotation()
Returns the rotation at the end of the last tick.
Declaration
public Rotator GetLastUpdateRotation()
Returns
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GetLastUpdateVelocity()
Returns the velocity at the end of the last tick.
Declaration
public Vector GetLastUpdateVelocity()
Returns
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GetMaxAcceleration()
@return Maximum acceleration for the current state.
Declaration
public float GetMaxAcceleration()
Returns
| Type |
Description |
| System.Single |
|
|
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GetMaxBrakingDeceleration()
@return Maximum deceleration for the current state when braking (ie when there is no acceleration).
Declaration
public float GetMaxBrakingDeceleration()
Returns
| Type |
Description |
| System.Single |
|
|
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GetMaxJumpHeight()
Compute the max jump height based on the JumpZVelocity velocity and gravity.
Declaration
public float GetMaxJumpHeight()
Returns
| Type |
Description |
| System.Single |
|
|
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GetMaxJumpHeightWithJumpTime()
Compute the max jump height based on the JumpZVelocity velocity and gravity.
Declaration
public float GetMaxJumpHeightWithJumpTime()
Returns
| Type |
Description |
| System.Single |
|
|
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GetMinAnalogSpeed()
@return Maximum acceleration for the current state.
Declaration
public float GetMinAnalogSpeed()
Returns
| Type |
Description |
| System.Single |
|
|
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GetMovementBase()
Return PrimitiveComponent we are based on (standing and walking on).
Declaration
public PrimitiveComponent GetMovementBase()
Returns
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GetPerchRadiusThreshold()
@return The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface.
Declaration
public float GetPerchRadiusThreshold()
Returns
| Type |
Description |
| System.Single |
|
|
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GetValidPerchRadius()
Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface).
Declaration
public float GetValidPerchRadius()
Returns
| Type |
Description |
| System.Single |
|
|
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IsWalkable(HitResult)
Return true if the hit result should be considered a walkable surface for the character.
Declaration
public bool IsWalkable(HitResult Hit)
Parameters
Returns
| Type |
Description |
| System.Boolean |
|
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IsWalking()
@return true if the character is in the 'Walking' movement mode.
Declaration
Returns
| Type |
Description |
| System.Boolean |
|
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K2_ComputeFloorDist(Vector, Single, Single, Single)
Declaration
public FindFloorResult K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius)
Parameters
| Type |
Name |
Description |
| Vector |
CapsuleLocation |
|
| System.Single |
LineDistance |
|
| System.Single |
SweepDistance |
|
| System.Single |
SweepRadius |
|
Returns
|
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K2_FindFloor(Vector)
Sweeps a vertical trace to find the floor for the capsule at the given location.
Declaration
public FindFloorResult K2_FindFloor(Vector CapsuleLocation)
Parameters
| Type |
Name |
Description |
| Vector |
CapsuleLocation |
|
Returns
|
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K2_GetModifiedMaxAcceleration()
@return Maximum acceleration for the current state, based on MaxAcceleration and any additional modifiers.
Declaration
public float K2_GetModifiedMaxAcceleration()
Returns
| Type |
Description |
| System.Single |
|
|
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K2_GetWalkableFloorAngle()
Get the max angle in degrees of a walkable surface for the character.
Declaration
public float K2_GetWalkableFloorAngle()
Returns
| Type |
Description |
| System.Single |
|
|
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K2_GetWalkableFloorZ()
Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.
Declaration
public float K2_GetWalkableFloorZ()
Returns
| Type |
Description |
| System.Single |
|
|
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New(UObject, Name)
Spawn an object of this class
Declaration
public static CharacterMovementComponent New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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SetAvoidanceEnabled(Boolean)
Change avoidance state and registers in RVO manager if needed
Declaration
public void SetAvoidanceEnabled(bool bEnable)
Parameters
| Type |
Name |
Description |
| System.Boolean |
bEnable |
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SetAvoidanceGroup(Int32)
Declaration
public void SetAvoidanceGroup(int GroupFlags)
Parameters
| Type |
Name |
Description |
| System.Int32 |
GroupFlags |
|
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SetAvoidanceGroupMask(NavAvoidanceMask)
Declaration
public void SetAvoidanceGroupMask(NavAvoidanceMask GroupMask)
Parameters
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SetGroupsToAvoid(Int32)
Declaration
public void SetGroupsToAvoid(int GroupFlags)
Parameters
| Type |
Name |
Description |
| System.Int32 |
GroupFlags |
|
|
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SetGroupsToAvoidMask(NavAvoidanceMask)
Declaration
public void SetGroupsToAvoidMask(NavAvoidanceMask GroupMask)
Parameters
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SetGroupsToIgnore(Int32)
Declaration
public void SetGroupsToIgnore(int GroupFlags)
Parameters
| Type |
Name |
Description |
| System.Int32 |
GroupFlags |
|
|
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SetGroupsToIgnoreMask(NavAvoidanceMask)
Set Groups to Ignore Mask
Declaration
public void SetGroupsToIgnoreMask(NavAvoidanceMask GroupMask)
Parameters
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SetMovementMode(Byte, Byte)
Declaration
public void SetMovementMode(byte NewMovementMode, byte NewCustomMode)
Parameters
| Type |
Name |
Description |
| System.Byte |
NewMovementMode |
|
| System.Byte |
NewCustomMode |
|
|
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SetWalkableFloorAngle(Single)
Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.
Declaration
public void SetWalkableFloorAngle(float InWalkableFloorAngle)
Parameters
| Type |
Name |
Description |
| System.Single |
InWalkableFloorAngle |
|
|
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SetWalkableFloorZ(Single)
Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle.
Declaration
public void SetWalkableFloorZ(float InWalkableFloorZ)
Parameters
| Type |
Name |
Description |
| System.Single |
InWalkableFloorZ |
|
Operators
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Implicit(IntPtr to CharacterMovementComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator CharacterMovementComponent(IntPtr p)
Parameters
| Type |
Name |
Description |
| System.IntPtr |
p |
|
Returns