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Class PawnMovementComponent

PawnMovementComponent can be used to update movement for an associated Pawn.

Inheritance
System.Object
UObject
ActorComponent
MovementComponent
NavMovementComponent
PawnMovementComponent
CharacterMovementComponent
FloatingPawnMovement
WheeledVehicleMovementComponent
Inherited Members
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 PawnMovementComponent : NavMovementComponent
Remarks

It also provides ways to accumulate and read directional input in a generic way (with AddInputVector(), ConsumeInputVector(), etc). @see APawn

Properties

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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static PawnMovementComponent DefaultObject { get; }
Property Value
Type Description
PawnMovementComponent
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PawnOwner

Pawn that owns this component.

Declaration
public Pawn PawnOwner { get; set; }
Property Value
Type Description
Pawn
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StaticClass

Get UE4 Class

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

Methods

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AddInputVector(Vector, Boolean)

Adds the given vector to the accumulated input in world space.

Declaration
public void AddInputVector(Vector WorldVector, bool bForce)
Parameters
Type Name Description
Vector WorldVector
System.Boolean bForce
Remarks

Input vectors are usually between 0 and 1 in magnitude. They are accumulated during a frame then applied as acceleration during the movement update.

@param WorldDirection Direction in world space to apply input @param ScaleValue Scale to apply to input. This can be used for analog input, ie a value of 0.5 applies half the normal value. @param bForce If true always add the input, ignoring the result of IsMoveInputIgnored(). @see APawn::AddMovementInput()

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ConsumeInputVector()

Returns the pending input vector and resets it to zero.

Declaration
public Vector ConsumeInputVector()
Returns
Type Description
Vector
Remarks
  • This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames.
    • Copies the pending input vector to the saved input vector (GetLastMovementInputVector()).
    • @return The pending input vector.
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GetLastInputVector()

Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent.

Declaration
public Vector GetLastInputVector()
Returns
Type Description
Vector
Remarks

Any user that needs to know about the input that last affected movement should use this function. @return The last input vector in world space that was processed by ConsumeInputVector(). @see AddInputVector(), ConsumeInputVector(), GetPendingInputVector()

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GetPawnOwner()

Return the Pawn that owns UpdatedComponent.

Declaration
public Pawn GetPawnOwner()
Returns
Type Description
Pawn
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GetPendingInputVector()

Return the pending input vector in world space.

Declaration
public Vector GetPendingInputVector()
Returns
Type Description
Vector
Remarks

This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it. PawnMovementComponents implementing movement usually want to use either this or ConsumeInputVector() as these functions represent the most recent state of input. @return The pending input vector in world space. @see AddInputVector(), ConsumeInputVector(), GetLastInputVector()

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IsMoveInputIgnored()

Helper to see if move input is ignored. If there is no Pawn or UpdatedComponent, returns true, otherwise defers to the Pawn's implementation of IsMoveInputIgnored().

Declaration
public bool IsMoveInputIgnored()
Returns
Type Description
System.Boolean
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K2_GetInputVector()

K2 Get Input Vector

Declaration
public Vector K2_GetInputVector()
Returns
Type Description
Vector
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New(UObject, Name)

Spawn an object of this class

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

Operators

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Implicit(IntPtr to PawnMovementComponent)

Convert from IntPtr to UObject

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