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50 results for "character"

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

function
UCharacterMovementComponent::AddForce Engine

Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.

function
UCharacterMovementComponent::AddImpulse Engine

Applies an instantaneous impulse to the character's velocity.

function
UCharacterMovementComponent::AddReferencedObjects Engine

Part of the UObject garbage collection interface — reports any UObject references this component holds beyond its reflected UPROPERTY members, so the GC doesn't collect them prematurely.

property
UCharacterMovementComponent::AirControl Engine

Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed).

property
UCharacterMovementComponent::AirControlBoostMultiplier Engine

Multiplier applied to AirControl while falling when lateral speed is below AirControlBoostVelocityThreshold, giving extra control at low speed.

property
UCharacterMovementComponent::AirControlBoostVelocityThreshold Engine

Lateral speed threshold below which AirControl is multiplied by AirControlBoostMultiplier.

function
ACharacter::ApplyAsyncOutput Engine

Writes the results of an async Character Movement simulation back onto the character's authoritative game-thread state.

function
ACharacter::ApplyDamageMomentum Engine

Applies an impulse to the character's movement component based on the incoming damage event.

function
UCharacterMovementComponent::ApplyNetworkMovementMode Engine

Decodes a packed network movement mode byte and applies it to the character, setting MovementMode, custom mode, and GroundMovementMode in one step.

property
UCharacterMovementComponent::AvoidanceConsiderationRadius Engine

Radius around the character used by the RVO avoidance system to decide which nearby agents to consider when steering around them.

property
UCharacterMovementComponent::AvoidanceGroup Engine

Group mask identifying which avoidance group this character belongs to, used together with GroupsToAvoid and GroupsToIgnore to filter RVO neighbors.

property
UCharacterMovementComponent::AvoidanceUID Engine

Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance.

property
UCharacterMovementComponent::AvoidanceWeight Engine

Relative priority this character gives its own path versus yielding to other agents in RVO avoidance calculations.

function
ACharacter::BeginPlay Engine

Called when the game starts or when the character is spawned into the world.

function
UCharacterMovementComponent::BeginPlay Engine

Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.

property
UCharacterMovementComponent::BrakingDecelerationFalling Engine

Lateral deceleration applied while falling and not applying acceleration.

property
UCharacterMovementComponent::BrakingDecelerationFlying Engine

Constant deceleration applied while flying and not applying acceleration, used to bring the character to a stop.

property
UCharacterMovementComponent::BrakingDecelerationSwimming Engine

Deceleration applied while swimming when the character has no acceleration input, in centimetres per second squared.

property
UCharacterMovementComponent::BrakingDecelerationWalking Engine

Constant deceleration applied while walking when there is no input acceleration, used to bring the character to a stop.

property
UCharacterMovementComponent::BrakingFriction Engine

Friction coefficient used specifically for braking (stopping), separate from the friction used during normal movement.

property
UCharacterMovementComponent::BrakingFrictionFactor Engine

Multiplier applied to whatever friction value is currently in effect when the character is braking (no input, or over max speed).

property
UCharacterMovementComponent::BrakingSubStepTime Engine

Time slice used when substepping the braking friction calculation.

property
UCharacterMovementComponent::Buoyancy Engine

Ratio controlling how much a character floats while swimming.

function
ACharacter::CacheInitialMeshOffset Engine

Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.

function
UCharacterMovementComponent::CalcVelocity Engine

Updates Velocity and Acceleration for the current tick by applying friction and acceleration or deceleration.

function
ACharacter::CanCrouch Engine

Returns true if the character is currently able to crouch and is not already crouching.

function
ACharacter::CanJump Engine

Returns true if the Character is currently allowed to jump.

function
UCharacterMovementComponent::CanStartPathFollowing Engine

Queried by the path following component to check whether this character is currently in a movement state where following a path can begin.

function
UCharacterMovementComponent::CanStepUp Engine

Returns whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.

function
UCharacterMovementComponent::CanStopPathFollowing Engine

Queried by the path following component to check whether it is safe to stop an in-progress path-following move right now, for example when the move is cancelled or the goal changes.

function
ACharacter::CanUseRootMotionRepMove Engine

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.

function
UCharacterMovementComponent::CheckFall Engine

Determines whether the character should start falling after losing its footing, and if so calls HandleWalkingOffLedge() and transitions it into the Falling movement mode.

function
ACharacter::CheckJumpInput Engine

Called each frame by CharacterMovementComponent to process jump input.

function
UCharacterMovementComponent::CheckLedgeDirection Engine

Tests whether stepping sideways by SideStep from OldLocation lands on a walkable floor, used to decide whether the character can slide along a ledge instead of falling off it.

function
UCharacterMovementComponent::ClearAccumulatedForces Engine

Clears forces accumulated through AddImpulse() and AddForce(), and also cancels any pending launch velocity.

function
ACharacter::ClearCrossLevelReferences Engine

Called during level streaming to null out any references this Character holds to objects in other levels being unloaded.

function
ACharacter::ClearJumpInput Engine

Called each frame after CheckJumpInput to update JumpKeyHoldTime and clear bPressedJump once the hold window expires.

function
ACharacter::ClientAckGoodMove Engine deprecated

Sent by the server to the owning client to acknowledge that a specific move was accepted without correction.

function
UCharacterMovementComponent::ClientAckGoodMove Engine deprecated

Legacy replicated function that tells the client no adjustment is needed for a given move, so it can be removed from SavedMoves.

function
ACharacter::ClientAckGoodMove_Implementation Engine deprecated

Client-side body for ClientAckGoodMove.

function
UCharacterMovementComponent::ClientAckGoodMove_Implementation Engine

Called on the client when the server's move response indicates no correction was needed, so the acknowledged move can be removed from the pending SavedMoves list.

function
ACharacter::ClientAdjustPosition Engine deprecated

Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.

function
UCharacterMovementComponent::ClientAdjustPosition Engine deprecated

Legacy client RPC the server calls to correct a client's position and velocity after detecting enough prediction error, triggering the client to replay pending moves from the corrected state.

function
ACharacter::ClientAdjustPosition_Implementation Engine deprecated

Client-side body of the deprecated ClientAdjustPosition RPC.

function
UCharacterMovementComponent::ClientAdjustPosition_Implementation Engine

Applies a full position/velocity correction sent from the server to a locally controlled client, then replays subsequent unacknowledged moves from the client's saved move list.

function
ACharacter::ClientAdjustRootMotionPosition Engine deprecated

Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.

function
UCharacterMovementComponent::ClientAdjustRootMotionPosition Engine deprecated

Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.

function
ACharacter::ClientAdjustRootMotionPosition_Implementation Engine deprecated

The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.