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50 results for "movement"

class
UCharacterMovementComponent Engine

The movement component used by ACharacter.

function
UCharacterMovementComponent::AddImpulse Engine

Applies an instantaneous impulse to the character's velocity.

function
UCharacterMovementComponent::IsFalling Engine

Returns true if the character is currently in the Falling movement mode, which includes both the upward and downward phases of a jump.

function
UCharacterMovementComponent::IsMovingOnGround Engine

Returns true if the character is currently in Walking or NavWalking movement mode.

property
UCharacterMovementComponent::JumpZVelocity Engine

The instantaneous vertical velocity applied to the character when a jump begins.

function
UCharacterMovementComponent::Launch Engine

Queues a velocity launch to be applied on the next movement update, overriding the current velocity.

property
UCharacterMovementComponent::MaxWalkSpeed Engine

The maximum ground speed in cm/s when walking.

function
UCharacterMovementComponent::SetMovementMode Engine

Immediately changes the character's movement mode.

property
ACharacter::MovementModeChangedDelegate Engine

Multicast delegate broadcast whenever the character's movement mode changes.

function
APawn::AddMovementInput Engine

Accumulates a world-space movement direction into the pawn's input vector.

function
APawn::ConsumeMovementInputVector Engine

Returns the accumulated pending movement input and resets it to zero, copying it to the last input vector.

function
DEPRECATED_CHARACTER_MOVEMENT_RPC Engine deprecated

Macro that annotates legacy character movement RPC functions (ServerMove, ServerMoveDual, ClientAdjustPosition, etc.

function
AActor::GatherCurrentMovement Engine

Fills the `ReplicatedMovement` struct with the actor's current location, rotation, velocity, and angular velocity so that data can be sent to clients.

function
ACharacter::GatherCurrentMovement Engine

Fills the replicated movement struct (`ReplicatedMovement`) with the Character's current location, rotation, velocity, and base information before it is sent to clients.

function
ACharacter::GetBasedMovement Engine

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.

function
ACharacter::GetCharacterMovement Engine

Returns the character's `UCharacterMovementComponent`.

function
APawn::GetLastMovementInputVector Engine

Returns the movement input vector from the most recently completed movement update.

function
ACharacter::GetMovementBase Engine

Returns the primitive component the character is currently standing on (its movement base).

function
APawn::GetMovementBase Engine

Returns the `UPrimitiveComponent` the pawn is standing on, attached to, or otherwise using as a movement base.

function
APawn::GetMovementBaseActor Engine

Returns the owning Actor of the movement base component the pawn is currently standing on or attached to.

function
ACharacter::GetMovementComponent Engine

Returns the movement component for this character as a UPawnMovementComponent pointer.

function
APawn::GetMovementComponent Engine

Returns the pawn's movement component, if it has one.

function
APawn::GetPendingMovementInputVector Engine

Returns the accumulated movement input vector that has not yet been consumed by a movement update.

function
AActor::GetReplicateMovementPropertyName Engine

Returns the FName of the bReplicateMovement property on AActor, intended for use in lifetime property registration without requiring direct access to the private member.

function
ACharacter::GetReplicatedBasedMovement Engine

Returns the replicated based-movement info received from the server.

function
AActor::GetReplicatedMovement Engine

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.

function
ACharacter::GetReplicatedMovementMode Engine

Returns the packed movement mode replicated to simulated proxies.

function
AActor::GetReplicatedMovement_Mutable Engine

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.

function
APawn::Internal_AddMovementInput Engine

Low-level function that directly accumulates into the internal ControlInputVector, bypassing the public AddMovementInput virtual dispatch.

function
APawn::Internal_ConsumeMovementInputVector Engine

Copies ControlInputVector to LastControlInputVector, then returns and zeroes out ControlInputVector.

function
APawn::Internal_GetLastMovementInputVector Engine

Returns the LastControlInputVector — the input value that was active at the point of the last ConsumeMovementInputVector call.

function
APawn::Internal_GetPendingMovementInputVector Engine

Returns the raw ControlInputVector without consuming it.

function
AActor::IsReplicatingMovement Engine

Returns the current value of `bReplicateMovement`, indicating whether the engine's built-in movement replication is enabled for this actor.

function
ACharacter::K2_OnMovementModeChanged Engine

BlueprintImplementableEvent called when the movement mode changes, exposing both previous and new modes to Blueprint.

function
ACharacter::K2_UpdateCustomMovement Engine

BlueprintImplementableEvent called each frame while the character's movement mode is set to Custom.

property
ACharacter::OnCharacterMovementUpdated Engine

Delegate broadcast at the end of each CharacterMovementComponent movement update, providing DeltaSeconds, the initial location, and initial velocity for that tick.

function
ACharacter::OnMovementModeChanged Engine

Called by CharacterMovementComponent whenever the movement mode changes (e.

function
AActor::OnRep_ReplicateMovement Engine

RepNotify callback invoked on clients whenever the `bReplicateMovement` property changes, used to start or stop physics/movement replication.

function
ACharacter::OnRep_ReplicatedBasedMovement Engine

RepNotify called on simulated proxies when ReplicatedBasedMovement is received from the server.

function
AActor::OnRep_ReplicatedMovement Engine

Called on clients when the ReplicatedMovement struct is replicated.

function
ACharacter::OnRep_ReplicatedMovement Engine

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.

function
ACharacter::SaveRelativeBasedMovement Engine

Stores a new relative location and rotation in the BasedMovement struct so the character can correctly follow a dynamic movement base between frames.

function
AActor::SetReplicateMovement Engine

Controls whether this actor's movement (location, rotation, velocity) is replicated from server to clients.

function
ACharacter::SetReplicateMovement Engine

Enables or disables movement replication for this character.

function
AActor::SetReplicatedMovement Engine

Replaces the actor's ReplicatedMovement struct wholesale.

function
AActor::SetReplicatingMovement Engine

Sets whether this actor's movement (location, rotation, velocity) is replicated to clients.

function
AAIController::StopMovement AIModule

Immediately aborts any active move request and stops path following.

class
ACharacter Engine

ACharacter extends APawn with a CapsuleComponent for collision, a SkeletalMeshComponent for visual representation, and a CharacterMovementComponent for walking, running, jumping, swimming, and flying.

class
APawn Engine

APawn is the base class for all actors that can be possessed and controlled by a PlayerController or an AIController.

function
AActor::AddActorLocalOffset Engine

Moves the actor by a delta offset expressed in the actor's local space.