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29 results for "movement" in function

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UCharacterMovementComponent::AddForce Engine

Queues a continuous force to be applied to the character, scaled by mass and accumulated across multiple calls within the same tick.

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UCharacterMovementComponent::AddImpulse Engine

Applies an instantaneous impulse to the character's velocity.

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UCharacterMovementComponent::AddReferencedObjects Engine

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.

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UCharacterMovementComponent::ApplyNetworkMovementMode Engine

Decodes a packed network movement mode byte and applies it to the character, setting MovementMode, custom mode, and GroundMovementMode in one step.

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UCharacterMovementComponent::BeginPlay Engine

Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.

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UCharacterMovementComponent::CalcVelocity Engine

Updates Velocity and Acceleration for the current tick by applying friction and acceleration or deceleration.

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UCharacterMovementComponent::CanStartPathFollowing Engine

Queried by the path following component to check whether this character is currently in a movement state where following a path can begin.

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UCharacterMovementComponent::CanStepUp Engine

Returns whether the character is currently allowed to step up onto the actor or component recorded in the given hit result.

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UCharacterMovementComponent::CanStopPathFollowing Engine

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.

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UCharacterMovementComponent::CheckFall Engine

Determines whether the character should start falling after losing its footing, and if so calls HandleWalkingOffLedge() and transitions it into the Falling movement mode.

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UCharacterMovementComponent::CheckLedgeDirection Engine

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.

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UCharacterMovementComponent::ClearAccumulatedForces Engine

Clears forces accumulated through AddImpulse() and AddForce(), and also cancels any pending launch velocity.

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UCharacterMovementComponent::ClientAckGoodMove Engine deprecated

Legacy replicated function that tells the client no adjustment is needed for a given move, so it can be removed from SavedMoves.

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UCharacterMovementComponent::ClientAckGoodMove_Implementation Engine

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.

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UCharacterMovementComponent::ClientAdjustPosition Engine deprecated

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.

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UCharacterMovementComponent::ClientAdjustPosition_Implementation Engine

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.

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UCharacterMovementComponent::ClientAdjustRootMotionPosition Engine deprecated

Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.

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UCharacterMovementComponent::ClientAdjustRootMotionPosition_Implementation Engine

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.

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UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition Engine deprecated

Legacy fixed-signature client RPC for root motion source position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.

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UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition_Implementation Engine

Applies a position correction from the server while one or more RootMotionSources (e.

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UCharacterMovementComponent::ClientHandleMoveResponse Engine

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.

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UCharacterMovementComponent::ClientVeryShortAdjustPosition Engine deprecated

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.

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UCharacterMovementComponent::ClientVeryShortAdjustPosition_Implementation Engine

Implementation body for the legacy ClientVeryShortAdjustPosition RPC, applying a bandwidth-saving position-only correction (velocity assumed zero) to the local client.

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UCharacterMovementComponent::ComputeFloorDist Engine

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.

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UCharacterMovementComponent::ComputeOrientToMovementRotation Engine

Computes the target rotation the character should turn toward based on its current Acceleration, used by PhysicsRotation() when bOrientRotationToMovement is true.

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UCharacterMovementComponent::ComputePerchResult Engine

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.

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UCharacterMovementComponent::ConvertLocalRootMotionToWorld Engine

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.

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UCharacterMovementComponent::ConvertRootMotionServerIDsToLocalIDs Engine

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.

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UCharacterMovementComponent::Crouch Engine

Checks that the reduced capsule size fits without encroachment and, if so, shrinks the capsule and calls CharacterOwner->OnStartCrouch().