15 results for "movement"
The movement component used by ACharacter.
Applies an instantaneous impulse to the character's velocity.
Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.
Returns true if the character is currently in Walking or NavWalking movement mode.
The instantaneous vertical velocity applied to the character when a jump begins.
Queues a velocity launch to be applied on the next movement update, overriding the current velocity.
The maximum ground speed in cm/s when walking.
Immediately changes the character's movement mode.
Returns the CharacterMovementComponent attached to this character.
ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.
APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.
Moves the actor by a delta offset expressed in the actor's local space.
Makes the character attempt to jump.
Sets the world-space location of the actor.
Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.