50 results for "movement"
The movement component used by ACharacter.
The character's current movement mode — walking, falling, flying, swimming, or a custom mode.
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.
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.
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.
Updates Velocity and Acceleration for the current tick by applying friction and acceleration or deceleration.
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 the character should start falling after losing its footing, and if so calls HandleWalkingOffLedge() and transitions it into the Falling movement mode.
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.
Legacy replicated function that tells the client no adjustment is needed for a given move, so it can be removed from SavedMoves.
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.
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.
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.
Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
Applies a position correction from the server while the client is driving movement from animation root motion, also resyncing the client's montage playback position to the server's.
Legacy fixed-signature client RPC for root motion source position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.
Applies a position correction from the server while one or more RootMotionSources (e.
On the client, interprets the server's move response after it's unpacked, dispatching to ClientAckGoodMove_Implementation() if there was no error, or to one of the root motion/position adjustment implementations otherwise.
Bandwidth-saving variant of the legacy ClientAdjustPosition RPC used when the server's corrected velocity is zero, so only position needs to be sent over the wire.
Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.
Computes the swept distance from the bottom of the capsule to the first walkable point of impact and stores the result in OutFloorResult, ignoring whether the capsule's own collision is enabled.
Computes the target rotation the character should turn toward based on its current Acceleration, used by PhysicsRotation() when bOrientRotationToMovement is true.
Sweeps a smaller capsule of TestRadius to determine whether the character could stand perched at the edge represented by InHit, within InMaxFloorDist of the impact point.
Takes a root motion delta transform captured in component space and converts it into a world-space transform, running any bound ProcessRootMotionPreConvertToWorld/ProcessRootMotionPostConvertToWorld delegates around the conversion.
Rewrites server-assigned root motion source IDs in InOutServerRootMotion to the equivalent local client IDs, using the most recent ID mappings recorded during move replay.
Checks that the reduced capsule size fits without encroachment and, if so, shrinks the capsule and calls CharacterOwner->OnStartCrouch().
Capsule half-height to use while the character is crouched, before any component scale is applied.
Cached information about the floor the character is currently standing on — walkability, impact normal, and hit result — updated only during Walking movement.
The active custom sub-mode when MovementMode is set to MOVE_Custom.
Movement mode a Character starts with, or reverts to, when not in water — applied at player start and after teleporting.