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Class CharacterMovementComponent

CharacterMovementComponent handles movement logic for the associated Character owner.

Inheritance
System.Object
UObject
ActorComponent
MovementComponent
NavMovementComponent
PawnMovementComponent
CharacterMovementComponent
ArchVisCharMovementComponent
Inherited Members
PawnMovementComponent.AddInputVector(Vector, Boolean)
PawnMovementComponent.ConsumeInputVector()
PawnMovementComponent.GetLastInputVector()
PawnMovementComponent.GetPawnOwner()
PawnMovementComponent.GetPendingInputVector()
PawnMovementComponent.IsMoveInputIgnored()
PawnMovementComponent.K2_GetInputVector()
PawnMovementComponent.PawnOwner
NavMovementComponent.IsCrouching()
NavMovementComponent.IsFalling()
NavMovementComponent.IsFlying()
NavMovementComponent.IsMovingOnGround()
NavMovementComponent.IsSwimming()
NavMovementComponent.StopActiveMovement()
NavMovementComponent.StopMovementKeepPathing()
NavMovementComponent.NavAgentProps
NavMovementComponent.FixedPathBrakingDistance
NavMovementComponent.bUpdateNavAgentWithOwnersCollision
NavMovementComponent.bUseAccelerationForPaths
NavMovementComponent.bUseFixedBrakingDistanceForPaths
NavMovementComponent.MovementState
NavMovementComponent.PathFollowingComp
MovementComponent.ConstrainDirectionToPlane(Vector)
MovementComponent.ConstrainLocationToPlane(Vector)
MovementComponent.ConstrainNormalToPlane(Vector)
MovementComponent.GetGravityZ()
MovementComponent.GetMaxSpeed()
MovementComponent.GetPhysicsVolume()
MovementComponent.GetPlaneConstraintAxisSetting()
MovementComponent.GetPlaneConstraintNormal(Vector)
MovementComponent.GetPlaneConstraintOrigin(Vector)
MovementComponent.IsExceedingMaxSpeed(Single)
MovementComponent.K2_GetMaxSpeedModifier()
MovementComponent.K2_GetModifiedMaxSpeed()
MovementComponent.K2_MoveUpdatedComponent(Vector, Rotator, Boolean, Boolean)
MovementComponent.SetPlaneConstraintAxisSetting(EPlaneConstraintAxisSetting)
MovementComponent.SetPlaneConstraintEnabled(Boolean)
MovementComponent.SetPlaneConstraintFromVectors(Vector, Vector)
MovementComponent.SetPlaneConstraintNormal(Vector)
MovementComponent.SetPlaneConstraintOrigin(Vector)
MovementComponent.SetUpdatedComponent(SceneComponent)
MovementComponent.SnapUpdatedComponentToPlane()
MovementComponent.StopMovementImmediately()
MovementComponent.UpdatedComponent
MovementComponent.UpdatedPrimitive
MovementComponent.Velocity
MovementComponent.PlaneConstraintNormal
MovementComponent.PlaneConstraintOrigin
MovementComponent.bUpdateOnlyIfRendered
MovementComponent.bAutoUpdateTickRegistration
MovementComponent.bTickBeforeOwner
MovementComponent.bAutoRegisterUpdatedComponent
MovementComponent.bConstrainToPlane
MovementComponent.bSnapToPlaneAtStart
MovementComponent.bAutoRegisterPhysicsVolumeUpdates
MovementComponent.bComponentShouldUpdatePhysicsVolume
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
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 CharacterMovementComponent : PawnMovementComponent
Remarks

It supports various movement modes including: walking, falling, swimming, flying, custom.

Movement is affected primarily by current Velocity and Acceleration. Acceleration is updated each frame based on the input vector accumulated thus far (see UPawnMovementComponent::GetPendingInputVector()).

Networking is fully implemented, with server-client correction and prediction included.

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

Properties

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Acceleration

Current acceleration vector (with magnitude).

Declaration
public Vector Acceleration { get; set; }
Property Value
Type Description
Vector
Remarks

This is calculated each update based on the input vector and the constraints of MaxAcceleration and the current movement mode.

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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
Remarks

0 = no control, 1 = full control at max speed of MaxWalkSpeed.

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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
Remarks

Setting this to zero will disable air control boosting. Final result is clamped at 1.

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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
Remarks

Setting this to zero will disable air control boosting.

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AnalogInputModifier

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
Type Description
Vector
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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
Type Description
NavAvoidanceMask
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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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bNetworkAlwaysReplicateTransformUpdateTimestamp

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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bPerformingJumpOff

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
Remarks

@see MaxAcceleration

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BrakingDecelerationFlying

Deceleration when flying and not applying acceleration.

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

@see MaxAcceleration

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BrakingDecelerationSwimming

Deceleration when swimming and not applying acceleration.

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

@see MaxAcceleration

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BrakingDecelerationWalking

Deceleration when walking and not applying acceleration.

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

This is a constant opposing force that directly lowers velocity by a constant value. @see GroundFriction, MaxAcceleration

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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
Remarks

When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. Braking is composed of friction (velocity-dependent drag) and constant deceleration. This is the current value, used in all movement modes; if this is not desired, override it or bUseSeparateBrakingFriction when movement mode changes. @note Only used if bUseSeparateBrakingFriction setting is true, otherwise current friction such as GroundFriction is used. @see bUseSeparateBrakingFriction, BrakingFrictionFactor, GroundFriction, BrakingDecelerationWalking

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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
Remarks

This applies to any friction value that is currently used, which may depend on bUseSeparateBrakingFriction. @note This is 2 by default for historical reasons, a value of 1 gives the true drag equation. @see bUseSeparateBrakingFriction, GroundFriction, BrakingFriction

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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
Type Description
Character
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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
Type Description
FindFloorResult
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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
Type Description
RootMotionSourceGroup
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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
Remarks

This is automatically replicated through the Character owner and for client-server movement functions. @see SetMovementMode()

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DefaultLandMovementMode

Default movement mode when not in water.

Declaration
public byte DefaultLandMovementMode { get; set; }
Property Value
Type Description
System.Byte
Remarks

Used at player startup or when teleported. @see DefaultWaterMovementMode @see bRunPhysicsWithNoController

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static CharacterMovementComponent DefaultObject { get; }
Property Value
Type Description
CharacterMovementComponent
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DefaultWaterMovementMode

Default movement mode when in water.

Declaration
public byte DefaultWaterMovementMode { get; set; }
Property Value
Type Description
System.Byte
Remarks

Used at player startup or when teleported. @see DefaultLandMovementMode @see bRunPhysicsWithNoController

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DeferredUpdatedMoveComponent

What to update CharacterOwner and UpdatedComponent after movement ends

Declaration
public SceneComponent DeferredUpdatedMoveComponent { get; set; }
Property Value
Type Description
SceneComponent
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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
Remarks

If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero). @see BrakingFriction, bUseSeparateBrakingFriction

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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
Remarks

Higher values allow faster changes in direction. If bUseSeparateBrakingFriction is false, also affects the ability to stop more quickly when braking (whenever Acceleration is zero), where it is multiplied by BrakingFrictionFactor. When braking, this property allows you to control how much friction is applied when moving across the ground, applying an opposing force that scales with current velocity. This can be used to simulate slippery surfaces such as ice or oil by changing the value (possibly based on the material pawn is standing on). @see BrakingDecelerationWalking, BrakingFriction, bUseSeparateBrakingFriction, BrakingFrictionFactor

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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
Remarks

Only allowed values are: MOVE_Walking, MOVE_NavWalking. @see SetGroundMovementMode(), GetGroundMovementMode()

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GroupsToAvoid

Will avoid other agents if they are in one of specified groups

Declaration
public NavAvoidanceMask GroupsToAvoid { get; }
Property Value
Type Description
NavAvoidanceMask
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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
Type Description
NavAvoidanceMask
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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
Type Description
Vector
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LastUpdateRotation

Rotation after last PerformMovement or SimulateMovement update.

Declaration
public Quat LastUpdateRotation { get; set; }
Property Value
Type Description
Quat
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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
Type Description
Vector
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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
Remarks

This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. @see MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy

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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
Remarks

This is generally more tolerant than with Pawns, because other geometry is either not moving, or is moving predictably with a bit of delay compared to on the server. @see MaxDepenetrationWithGeometry, MaxDepenetrationWithPawn, MaxDepenetrationWithPawnAsProxy

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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
Remarks

@see MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawnAsProxy

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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
Remarks

Typically we don't want a large value, because we receive a server authoritative position that we should not then ignore by pushing them out of the local player. @see MaxDepenetrationWithGeometry, MaxDepenetrationWithGeometryAsProxy, MaxDepenetrationWithPawn

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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
Remarks

Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.

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

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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
Remarks

Used primarily in the the more advanced movement modes that break up larger time steps (usually those applying gravity such as falling and walking). Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.

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

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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
Remarks

!! This has to be large enough so that we don't confuse the server if the client can stall or timeout. We do this as we use floats for TimeStamps, and server derives DeltaTime from two TimeStamps. As time goes on, accuracy decreases from those floating point numbers. So we trigger a TimeStamp reset at regular intervals to maintain a high level of accuracy.

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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
Remarks
  • walking: Walking on a surface, under the effects of friction, and able to "step up" barriers. Vertical velocity is zero.
  • falling: Falling under the effects of gravity, after jumping or walking off the edge of a surface.
  • flying: Flying, ignoring the effects of gravity.
  • swimming: Swimming through a fluid volume, under the effects of gravity and buoyancy.
  • custom: User-defined custom movement mode, including many possible sub-modes. This is automatically replicated through the Character owner and for client-server movement functions. @see SetMovementMode(), CustomMovementMode
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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
Remarks

In other words, trace down to [CapsuleHeight * NavMeshProjectionHeightScaleDown] below nav mesh.

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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
Remarks

In other words, start the trace at [CapsuleHeight * NavMeshProjectionHeightScaleUp] above nav mesh.

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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
Remarks

Changing during gameplay is not supported. @see AdjustProxyCapsuleSize()

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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
Remarks

Changing during gameplay is not supported. @see AdjustProxyCapsuleSize()

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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
Remarks

@see NetworkMinTimeBetweenClientAdjustments, NetworkMinTimeBetweenClientAdjustmentsLargeCorrection

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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
Remarks

Should be >= NetworkMinTimeBetweenClientAdjustmentsLargeCorrection (the larger value is used regardless). This can save on bandwidth. Set to 0 to disable throttling. @see ServerLastClientAdjustmentTime

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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
Type Description
Vector
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PendingImpulseToApply

Accumulated impulse to be added next tick.

Declaration
public Vector PendingImpulseToApply { get; set; }
Property Value
Type Description
Vector
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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
Type Description
Vector
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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
Remarks

Note that we still enforce MaxStepHeight to start the step up; this just allows the character to hang off the edge or step slightly higher off the floor. (@see PerchRadiusThreshold)

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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
Remarks

Note that characters will not fall off if they are within MaxStepHeight of a walkable surface below.

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PostPhysicsTickFunction

Post-physics tick function for this character

Declaration
public CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction { get; set; }
Property Value
Type Description
CharacterMovementComponentPostPhysicsTickFunction
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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
Type Description
Vector
Remarks

@see RequestDirectMove()

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RootMotionParams

Root Motion movement params.

Declaration
public RootMotionMovementParams RootMotionParams { get; set; }
Property Value
Type Description
RootMotionMovementParams
Remarks

Holds result of anim montage root motion during PerformMovement(), and is overridden during autonomous move playback to force historical root motion for MoveAutonomous() calls

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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
Type Description
Rotator
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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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ServerLastTransformUpdateTimeStamp

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

Get UE4 Class

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

Add force to character.

Declaration
public void AddForce(Vector Force)
Parameters
Type Name Description
Vector Force
Remarks

Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame. If you want an instantaneous force, use AddImpulse. Adding a force always takes the actor's mass into account. Note that changing the momentum of characters like this can change the movement mode.

@param Force Force to apply.

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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
Remarks

Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate. An impulse is an instantaneous force, usually applied once. If you want to continually apply forces each frame, use AddForce(). Note that changing the momentum of characters like this can change the movement mode.

@param Impulse Impulse to apply. @param bVelocityChange Whether or not the impulse is relative to mass.

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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
Remarks

Does not apply gravity. This is used internally during movement updates. Normally you don't need to call this from outside code, but you might want to use it for custom movement modes.

@param DeltaTime time elapsed since last frame. @param Friction coefficient of friction when not accelerating, or in the direction opposite acceleration. @param bFluid true if moving through a fluid, causing Friction to always be applied regardless of acceleration. @param BrakingDeceleration deceleration applied when not accelerating, or when exceeding max velocity.

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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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GetAnalogInputModifier()

@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
Type Description
Character
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GetCurrentAcceleration()

@return Current acceleration, computed from input vector each update.

Declaration
public Vector GetCurrentAcceleration()
Returns
Type Description
Vector
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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
Type Description
Vector
Remarks

Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.

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GetLastUpdateLocation()

Returns the location at the end of the last tick.

Declaration
public Vector GetLastUpdateLocation()
Returns
Type Description
Vector
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GetLastUpdateRotation()

Returns the rotation at the end of the last tick.

Declaration
public Rotator GetLastUpdateRotation()
Returns
Type Description
Rotator
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GetLastUpdateVelocity()

Returns the velocity at the end of the last tick.

Declaration
public Vector GetLastUpdateVelocity()
Returns
Type Description
Vector
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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
Remarks

This does not take into account the CharacterOwner's MaxJumpHoldTime.

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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
Remarks

This does take into account the CharacterOwner's MaxJumpHoldTime.

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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
Type Description
PrimitiveComponent
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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
Remarks

Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold().

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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
Type Name Description
HitResult Hit
Returns
Type Description
System.Boolean
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IsWalking()

@return true if the character is in the 'Walking' movement mode.

Declaration
public bool IsWalking()
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
Type Description
FindFloorResult
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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
Type Description
FindFloorResult
Remarks

Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule!

@param CapsuleLocation Location where the capsule sweep should originate @param FloorResult Result of the floor check

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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
Type Name Description
UObject obj
Name name
Returns
Type Description
CharacterMovementComponent
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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)

Set Avoidance Group

Declaration
public void SetAvoidanceGroup(int GroupFlags)
Parameters
Type Name Description
System.Int32 GroupFlags
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SetAvoidanceGroupMask(NavAvoidanceMask)

Set Avoidance Group Mask

Declaration
public void SetAvoidanceGroupMask(NavAvoidanceMask GroupMask)
Parameters
Type Name Description
NavAvoidanceMask GroupMask
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SetGroupsToAvoid(Int32)

Set Groups to Avoid

Declaration
public void SetGroupsToAvoid(int GroupFlags)
Parameters
Type Name Description
System.Int32 GroupFlags
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SetGroupsToAvoidMask(NavAvoidanceMask)

Set Groups to Avoid Mask

Declaration
public void SetGroupsToAvoidMask(NavAvoidanceMask GroupMask)
Parameters
Type Name Description
NavAvoidanceMask GroupMask
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SetGroupsToIgnore(Int32)

Set Groups to Ignore

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
Type Name Description
NavAvoidanceMask GroupMask
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SetMovementMode(Byte, Byte)

Change movement mode.

Declaration
public void SetMovementMode(byte NewMovementMode, byte NewCustomMode)
Parameters
Type Name Description
System.Byte NewMovementMode
System.Byte NewCustomMode
Remarks

@param NewMovementMode The new movement mode @param NewCustomMode The new custom sub-mode, only applicable if NewMovementMode is Custom.

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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
Type Description
CharacterMovementComponent
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