RealDocs

15 results for "character" in property

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.

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.

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.