RealDocs

15 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.

function
ACharacter::GetCharacterMovement Engine

Returns the CharacterMovementComponent attached to this character.

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.

function
ACharacter::Jump Engine

Makes the character attempt to jump.

function
AActor::SetActorLocation Engine

Sets the world-space location of the actor.

function
APlayerController::SetInputMode (UI Only) Engine

Routes all input to Slate/UMG widgets only — game input (character movement, actions) is blocked entirely.