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.
Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.
Applies an instantaneous impulse to the character's velocity.
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.
Amount of lateral movement control available while falling, from 0 (no control) to 1 (full control at MaxWalkSpeed).
Multiplier applied to AirControl while falling when lateral speed is below AirControlBoostVelocityThreshold, giving extra control at low speed.
Lateral speed threshold below which AirControl is multiplied by AirControlBoostMultiplier.
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.
Decodes a packed network movement mode byte and applies it to the character, setting MovementMode, custom mode, and GroundMovementMode in one step.
Radius around the character used by the RVO avoidance system to decide which nearby agents to consider when steering around them.
Group mask identifying which avoidance group this character belongs to, used together with GroupsToAvoid and GroupsToIgnore to filter RVO neighbors.
Unique identifier assigned by the avoidance manager when this component registers for RVO avoidance.
Relative priority this character gives its own path versus yielding to other agents in RVO avoidance calculations.
Called when the game starts or when the character is spawned into the world.
Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.
Lateral deceleration applied while falling and not applying acceleration.
Constant deceleration applied while flying and not applying acceleration, used to bring the character to a stop.
Deceleration applied while swimming when the character has no acceleration input, in centimetres per second squared.
Constant deceleration applied while walking when there is no input acceleration, used to bring the character to a stop.
Friction coefficient used specifically for braking (stopping), separate from the friction used during normal movement.
Multiplier applied to whatever friction value is currently in effect when the character is braking (no input, or over max speed).
Time slice used when substepping the braking friction calculation.
Ratio controlling how much a character floats while swimming.
Caches the mesh's offset from the capsule so network smoothing can use it as the interpolation target.
Updates Velocity and Acceleration for the current tick by applying friction and acceleration or deceleration.
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.
Queried by the path following component to check whether this character is currently in a movement state where following a path can begin.
Returns whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.
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.
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.
Determines whether the character should start falling after losing its footing, and if so calls HandleWalkingOffLedge() and transitions it into the Falling movement mode.
Called each frame by CharacterMovementComponent to process jump input.
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.
Clears forces accumulated through AddImpulse() and AddForce(), and also cancels any pending launch velocity.
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.
Legacy replicated function that tells the client no adjustment is needed for a given move, so it can be removed from SavedMoves.
Client-side body for ClientAckGoodMove.
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.
Deprecated client RPC sent by the server to correct the client's position and velocity after detecting client-side prediction error.
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.
Client-side body of the deprecated ClientAdjustPosition RPC.
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.
Client RPC that corrects a simulated proxy's position and montage track when the server detects desync during animation root-motion movement.
Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
The client-side implementation body for ClientAdjustRootMotionPosition, executed on the owning client after the RPC is dispatched.