29 results for "movement" in function
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.
Decodes a packed network movement mode byte and applies it to the character, setting MovementMode, custom mode, and GroundMovementMode in one step.
Initializes movement-simulation state (such as cached navigation and prediction data) once the component's owning actor has begun play.
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Legacy fixed-signature client RPC for root motion position correction, superseded by the packed move response system routed through ClientHandleMoveResponse.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().