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Class FloatingPawnMovement

FloatingPawnMovement is a movement component that provides simple movement for any Pawn class.

Inheritance
System.Object
UObject
ActorComponent
MovementComponent
NavMovementComponent
PawnMovementComponent
FloatingPawnMovement
SpectatorPawnMovement
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 FloatingPawnMovement : PawnMovementComponent
Remarks

Limits on speed and acceleration are provided, while gravity is not implemented.

Normally the root component of the owning actor is moved, however another component may be selected (see SetUpdatedComponent()). During swept (non-teleporting) movement only collision of UpdatedComponent is considered, attached components will teleport to the end location ignoring collision.

Properties

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Acceleration

Acceleration applied by input (rate of change of velocity)

Declaration
public float Acceleration { get; set; }
Property Value
Type Description
System.Single
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bPositionCorrected

Declaration
public bool bPositionCorrected { get; set; }
Property Value
Type Description
System.Boolean
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Deceleration

Deceleration applied when there is no input (rate of change of velocity)

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

Get UE4 Default Object for this Class

Declaration
public static FloatingPawnMovement DefaultObject { get; }
Property Value
Type Description
FloatingPawnMovement
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MaxSpeed

Maximum velocity magnitude allowed for the controlled Pawn.

Declaration
public float MaxSpeed { 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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TurningBoost

Setting affecting extra force applied when changing direction, making turns have less drift and become more responsive.

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

Velocity magnitude is not allowed to increase, that only happens due to normal acceleration. It may decrease with large direction changes. Larger values apply extra force to reach the target direction more quickly, while a zero value disables any extra turn force.

Methods

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New(UObject, Name)

Spawn an object of this class

Declaration
public static FloatingPawnMovement New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
FloatingPawnMovement

Operators

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Implicit(IntPtr to FloatingPawnMovement)

Convert from IntPtr to UObject

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