Class InterpToMovementComponent
Move the root component between a series of points over a given time * @
Inherited Members
Namespace: UE4.Engine
Assembly: UE4DotNet.dll
Syntax
public class InterpToMovementComponent : MovementComponent
Remarks
see UMovementComponent
Properties
| Improve this Doc View SourcebForceSubStepping
Declaration
public bool bForceSubStepping { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
bPauseOnImpact
Declaration
public bool bPauseOnImpact { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static InterpToMovementComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
InterpToMovementComponent |
Duration
How long to take to move from the first point to the last (or vice versa)
Declaration
public float Duration { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
MaxSimulationIterations
Max number of iterations used for each discrete simulation step.
Declaration
public int MaxSimulationIterations { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
Remarks
Increasing this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. @see MaxSimulationTimeStep, bForceSubStepping
MaxSimulationTimeStep
Max time delta for each discrete simulation step.
Declaration
public float MaxSimulationTimeStep { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Remarks
Lowering this value can address issues with fast-moving objects or complex collision scenarios, at the cost of performance.
WARNING: if (MaxSimulationTimeStep * MaxSimulationIterations) is too low for the min framerate, the last simulation step may exceed MaxSimulationTimeStep to complete the simulation. @see MaxSimulationIterations, bForceSubStepping
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceFinaliseControlPoints()
Initialise the control points array. Call after adding control points if they are add after begin play .
Declaration
public void FinaliseControlPoints()
New(UObject, Name)
Spawn an object of this class
Declaration
public static InterpToMovementComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type | Name | Description |
---|---|---|
UObject | obj | |
Name | name |
Returns
Type | Description |
---|---|
InterpToMovementComponent |
RestartMovement(Single)
Reset to start. Sets time to zero and direction to 1.
Declaration
public void RestartMovement(float InitialDirection)
Parameters
Type | Name | Description |
---|---|---|
System.Single | InitialDirection |
StopSimulating(HitResult)
Clears the reference to UpdatedComponent, fires stop event, and stops ticking.
Declaration
public void StopSimulating(HitResult HitResult)
Parameters
Type | Name | Description |
---|---|---|
HitResult | HitResult |
Operators
| Improve this Doc View SourceImplicit(IntPtr to InterpToMovementComponent)
Convert from IntPtr to UObject
Declaration
public static implicit operator InterpToMovementComponent(IntPtr p)
Parameters
Type | Name | Description |
---|---|---|
System.IntPtr | p |
Returns
Type | Description |
---|---|
InterpToMovementComponent |