50 results for "character"
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
The movement component used by ACharacter.
Applies an instantaneous impulse to the character's velocity.
Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.
Applies an impulse to the character's movement component based on the incoming damage event.
Called when the game starts or when the character is spawned into the world.
Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.
Returns true if the character is currently able to crouch and is not already crouching.
Returns true if the Character is currently allowed to jump.
Determines whether a buffered server root motion move is compatible with the current client montage state and can be used to teleport the client back to that position for correction.
Called each frame by CharacterMovementComponent to process jump input.
Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.
Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires.
Sent by the server to the owning client to acknowledge that a specific move was accepted without correction.
Client-side body for ClientAckGoodMove.
Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.
Client-side body of the deprecated ClientAdjustPosition RPC.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.
Client RPC that corrects position and root-motion-source state when the server detects desync during source-driven (non-montage) root motion movement.
Client-side implementation body for the deprecated ClientAdjustRootMotionSourcePosition RPC.
Reliable Client RPC sent from the server to switch the character into fly movement mode as part of the cheat system.
Implementation body for the ClientCheatFly RPC.
Reliable Client RPC sent from the server to switch the character into ghost (noclip) movement mode as part of the cheat system.
Implementation body for the ClientCheatGhost RPC.
Reliable Client RPC called from the server to force the character into walk movement mode as part of the cheat system.
Implementation body for the ClientCheatWalk RPC.
Client RPC that delivers the server's response to a client move — either an acknowledgement or a position correction.
Client-side implementation body for the ClientMoveResponsePacked RPC.
Validation function for the ClientMoveResponsePacked RPC.
Stores root motion parameters for the locally-controlled autonomous proxy.
Bandwidth-saving variant of ClientAdjustPosition that omits velocity, used when the server correction has zero velocity.
Client-side body of the deprecated ClientVeryShortAdjustPosition RPC.
Requests the character to start crouching.
The eye height (in unscaled units from the bottom of the capsule) used when the character is crouched.
Draws Character-specific debug information (movement state, jump state, based movement) to the HUD canvas when `showdebug` is active.
Called by CharacterMovementComponent when the character's movement mode transitions to Falling.
Populates an FCharacterAsyncInput struct with the character's current state for handoff to the async Character Movement simulation.
Returns the first component of the given class attached to this character.
Searches RootMotionRepMoves backwards in time to find the most recent buffered server move that passes CanUseRootMotionRepMove().
Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.
Returns the current scale factor applied to animation root motion translation.
Returns the cached rotation offset of the mesh from the capsule rotation as a quaternion.
Returns the cached mesh rotation offset from the capsule as an FRotator.
Returns the cached translation offset of the mesh relative to the capsule center.
Returns a read-only reference to the current `FBasedMovementInfo`, which describes the object the character is standing on, the bone they are attached to, and relative location/rotation.
Returns the CapsuleComponent used for movement collision.
Returns the character's `UCharacterMovementComponent`.
Returns the animation montage currently playing on the character's mesh, or nullptr if no montage is active.
Returns the default (standing) half-height of the Character's CapsuleComponent.