50 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.
Multicast delegate broadcast whenever the character's movement mode changes.
Accumulates a world-space movement direction into the pawn's input vector.
Returns the accumulated pending movement input and resets it to zero, copying it to the last input vector.
Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.
Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.
Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.
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 character's `UCharacterMovementComponent`.
Returns the movement input vector from the most recently completed movement update.
Returns the primitive component the character is currently standing on (its movement base).
Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.
Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.
Returns the movement component for this character as a UPawnMovementComponent pointer.
Returns the pawn's movement component, if it has one.
Returns the accumulated movement input vector that has not yet been consumed by a movement update.
Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member.
Returns the replicated based-movement info received from the server.
Returns a const reference to the actor's replicated movement struct, which holds the location, rotation, linear velocity, and angular velocity as received from the server.
Returns the packed movement mode replicated to simulated proxies.
Returns a mutable reference to the actor's replicated movement struct, intended for cases where the struct must be modified in place — primarily by the engine's replication machinery.
Low-level function that directly accumulates into the internal ControlInputVector, bypassing the public AddMovementInput virtual dispatch.
Copies ControlInputVector to LastControlInputVector, then returns and zeroes out ControlInputVector.
Returns the LastControlInputVector — the input value that was active at the point of the last ConsumeMovementInputVector call.
Returns the raw ControlInputVector without consuming it.
Returns the current value of `bReplicateMovement`, indicating whether the engine's built-in movement replication is enabled for this actor.
BlueprintImplementableEvent called when the movement mode changes, exposing both previous and new modes to Blueprint.
BlueprintImplementableEvent called each frame while the character's movement mode is set to Custom.
Delegate broadcast at the end of each CharacterMovementComponent movement update, providing DeltaSeconds, the initial location, and initial velocity for that tick.
Called by CharacterMovementComponent whenever the movement mode changes (e.
RepNotify callback invoked on clients whenever the `bReplicateMovement` property changes, used to start or stop physics/movement replication.
RepNotify called on simulated proxies when ReplicatedBasedMovement is received from the server.
Called on clients when the ReplicatedMovement struct is replicated.
Override of AActor::OnRep_ReplicatedMovement that additionally handles character-specific movement updates such as movement mode and based movement when the replicated transform is received.
Stores a new relative location and rotation in the BasedMovement struct so the character can correctly follow a dynamic movement base between frames.
Controls whether this actor's movement (location, rotation, velocity) is replicated from server to clients.
Enables or disables movement replication for this character.
Replaces the actor's ReplicatedMovement struct wholesale.
Sets whether this actor's movement (location, rotation, velocity) is replicated to clients.
Immediately aborts any active move request and stops path following.
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.