Ark Server API (ASA) - Wiki
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UCharacterMovementComponent Struct Reference

#include <Actor.h>

+ Inheritance diagram for UCharacterMovementComponent:
+ Collaboration diagram for UCharacterMovementComponent:

Public Member Functions

BitFieldValue< bool, unsigned __int32bUseSeparateBrakingFriction ()
 
BitFieldValue< bool, unsigned __int32bApplyGravityWhileJumping ()
 
BitFieldValue< bool, unsigned __int32bUseControllerDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bOrientRotationToMovement ()
 
BitFieldValue< bool, unsigned __int32bSweepWhileNavWalking ()
 
BitFieldValue< bool, unsigned __int32bNeedsSweepWhileWalkingUpdate ()
 
BitFieldValue< bool, unsigned __int32bMovementInProgress ()
 
BitFieldValue< bool, unsigned __int32bEnableScopedMovementUpdates ()
 
BitFieldValue< bool, unsigned __int32bEnableServerDualMoveScopedMovementUpdates ()
 
BitFieldValue< bool, unsigned __int32bForceMaxAccel ()
 
BitFieldValue< bool, unsigned __int32bRunPhysicsWithNoController ()
 
BitFieldValue< bool, unsigned __int32bForceNextFloorCheck ()
 
BitFieldValue< bool, unsigned __int32bShrinkProxyCapsule ()
 
BitFieldValue< bool, unsigned __int32bCanWalkOffLedges ()
 
BitFieldValue< bool, unsigned __int32bCanWalkOffLedgesWhenCrouching ()
 
BitFieldValue< bool, unsigned __int32bNetworkSmoothingComplete ()
 
BitFieldValue< bool, unsigned __int32bNetworkLargeClientCorrection ()
 
BitFieldValue< bool, unsigned __int32bNetworkSkipProxyPredictionOnNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bNetworkAlwaysReplicateTransformUpdateTimestamp ()
 
BitFieldValue< bool, unsigned __int32bDeferUpdateMoveComponent ()
 
BitFieldValue< bool, unsigned __int32bEnablePhysicsInteraction ()
 
BitFieldValue< bool, unsigned __int32bTouchForceScaledToMass ()
 
BitFieldValue< bool, unsigned __int32bPushForceScaledToMass ()
 
BitFieldValue< bool, unsigned __int32bPushForceUsingZOffset ()
 
BitFieldValue< bool, unsigned __int32bScalePushForceToVelocity ()
 
BitFieldValue< bool, unsigned __int32bMaintainHorizontalGroundVelocity ()
 
BitFieldValue< bool, unsigned __int32bImpartBaseVelocityX ()
 
BitFieldValue< bool, unsigned __int32bImpartBaseVelocityY ()
 
BitFieldValue< bool, unsigned __int32bImpartBaseVelocityZ ()
 
BitFieldValue< bool, unsigned __int32bImpartBaseAngularVelocity ()
 
BitFieldValue< bool, unsigned __int32bJustTeleported ()
 
BitFieldValue< bool, unsigned __int32bNetworkUpdateReceived ()
 
BitFieldValue< bool, unsigned __int32bNetworkMovementModeChanged ()
 
BitFieldValue< bool, unsigned __int32bIgnoreClientMovementErrorChecksAndCorrection ()
 
BitFieldValue< bool, unsigned __int32bServerAcceptClientAuthoritativePosition ()
 
BitFieldValue< bool, unsigned __int32bNotifyApex ()
 
BitFieldValue< bool, unsigned __int32bCheatFlying ()
 
BitFieldValue< bool, unsigned __int32bWantsToCrouch ()
 
BitFieldValue< bool, unsigned __int32bCrouchMaintainsBaseLocation ()
 
BitFieldValue< bool, unsigned __int32bIgnoreBaseRotation ()
 
BitFieldValue< bool, unsigned __int32bFastAttachedMove ()
 
BitFieldValue< bool, unsigned __int32bAlwaysCheckFloor ()
 
BitFieldValue< bool, unsigned __int32bUseFlatBaseForFloorChecks ()
 
BitFieldValue< bool, unsigned __int32bPerformingJumpOff ()
 
BitFieldValue< bool, unsigned __int32bWantsToLeaveNavWalking ()
 
BitFieldValue< bool, unsigned __int32bUseRVOAvoidance ()
 
BitFieldValue< bool, unsigned __int32bRequestedMoveUseAcceleration ()
 
BitFieldValue< bool, unsigned __int32bIsNavWalkingOnServer ()
 
BitFieldValue< bool, unsigned __int32bWasSimulatingRootMotion ()
 
BitFieldValue< bool, unsigned __int32bAllowPhysicsRotationDuringAnimRootMotion ()
 
BitFieldValue< bool, unsigned __int32bHasRequestedVelocity ()
 
BitFieldValue< bool, unsigned __int32bRequestedMoveWithMaxSpeed ()
 
BitFieldValue< bool, unsigned __int32bForceModifyDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bWasAvoidanceUpdated ()
 
BitFieldValue< bool, unsigned __int32bUseRVOPostProcess ()
 
BitFieldValue< bool, unsigned __int32bDeferUpdateBasedMovement ()
 
BitFieldValue< bool, unsigned __int32bProjectNavMeshWalking ()
 
BitFieldValue< bool, unsigned __int32bProjectNavMeshOnBothWorldChannels ()
 
BitFieldValue< bool, unsigned __int32bUseBPAcknowledgeServerCorrection ()
 
BitFieldValue< bool, unsigned __int32bEnableSwimmingOutsideOfWater ()
 
BitFieldValue< bool, unsigned __int32bAlwaysCheckForInvallidFloor ()
 
BitFieldValue< bool, unsigned __int32bSkipInitialFloorUpdate ()
 
int GetRVOAvoidanceUID ()
 
bool ShouldLimitAirControl (float DeltaTime, const UE::Math::TVector< double > *FallAcceleration)
 
void Serialize (FStructuredArchiveRecord Record)
 
void BeginPlay ()
 
void PostLoad ()
 
void OnRegister ()
 
void BeginDestroy ()
 
void Deactivate ()
 
void SetUpdatedComponent (USceneComponent *NewUpdatedComponent)
 
bool HasValidData ()
 
bool ShouldUsePackedMovementRPCs ()
 
bool DoJump (bool bReplayingMoves)
 
bool CanAttemptJump ()
 
void Launch (const UE::Math::TVector< double > *LaunchVel)
 
bool HandlePendingLaunch ()
 
void JumpOff (AActor *MovementBaseActor)
 
float GetNetworkSafeRandomAngleDegrees ()
 
void SetDefaultMovementMode ()
 
void SetMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
void OnMovementModeChanged (EMovementMode PreviousMovementMode, unsigned __int8 PreviousCustomMode)
 
unsigned __int8 PackNetworkMovementMode ()
 
void ApplyNetworkMovementMode (const unsigned __int8 ReceivedMode)
 
void PerformAirControlForPathFollowing (UE::Math::TVector< double > *Direction, float ZDiff)
 
void Serialize (FArchive *Archive)
 
void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
 
void AdjustProxyCapsuleSize ()
 
void SimulatedTick (float DeltaSeconds)
 
void SimulateRootMotion (float DeltaSeconds, const UE::Math::TTransform< double > *LocalRootMotionTransform)
 
void SimulateMovement (float DeltaSeconds)
 
UPrimitiveComponentGetMovementBase ()
 
void SetBase (UPrimitiveComponent *NewBase, const FName BoneName, bool bNotifyActor)
 
void MaybeUpdateBasedMovement (float DeltaSeconds)
 
void MaybeSaveBaseLocation ()
 
void UpdateBasedMovement (float DeltaSeconds)
 
void UpdateBasedRotation (UE::Math::TRotator< double > *FinalRotation, const UE::Math::TRotator< double > *ReducedRotation)
 
void DisableMovement ()
 
void PerformMovement (float DeltaSeconds)
 
bool ShouldCancelAdaptiveReplication ()
 
void CallMovementUpdateDelegate (float DeltaTime, const UE::Math::TVector< double > *OldLocation, const UE::Math::TVector< double > *OldVelocity)
 
void SaveBaseLocation ()
 
bool CanCrouchInCurrentState ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation, bool bForce)
 
void UpdateCharacterStateBeforeMovement (float DeltaSeconds)
 
void UpdateCharacterStateAfterMovement (float DeltaSeconds, bool bDoOverrideVelocities)
 
void StartNewPhysics (float deltaTime, int Iterations)
 
float GetGravityZ ()
 
float GetMaxSpeed ()
 
float GetMinAnalogSpeed ()
 
bool ResolvePenetrationImpl (const UE::Math::TVector< double > *Adjustment, const FHitResult *Hit, const UE::Math::TQuat< double > *NewRotation)
 
float SlideAlongSurface (const UE::Math::TVector< double > *Delta, float Time, const UE::Math::TVector< double > *InNormal, FHitResult *Hit, bool bHandleImpact)
 
void TwoWallAdjust (UE::Math::TVector< double > *Delta, const FHitResult *Hit, const UE::Math::TVector< double > *OldHitNormal)
 
float ImmersionDepth (bool bUseLineTrace)
 
bool IsFlying ()
 
bool IsMovingOnGround ()
 
bool IsFalling ()
 
bool IsSwimming ()
 
bool IsCrouching ()
 
void CalcVelocity (float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
 
bool ShouldComputeAccelerationToReachRequestedVelocity (const float RequestedSpeed)
 
bool ApplyRequestedMove (float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, UE::Math::TVector< double > *OutAcceleration, float *OutRequestedSpeed)
 
void DetermineRequestedMoveAcceleration (UE::Math::TVector< double > *NewAcceleration, const UE::Math::TVector< double > *MoveVelocity, float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float CurrentSpeedSq, const UE::Math::TVector< double > *RequestedMoveDir)
 
void RequestDirectMove (const UE::Math::TVector< double > *MoveVelocity, bool bForceMaxSpeed)
 
bool ShouldPerformAirControlForPathFollowing ()
 
void RequestPathMove (const UE::Math::TVector< double > *MoveInput)
 
bool CanStartPathFollowing ()
 
bool CanStopPathFollowing ()
 
float GetPathFollowingBrakingDistance (float MaxSpeed)
 
void CalcAvoidanceVelocity (float DeltaTime)
 
void SetRVOAvoidanceUID (int UID)
 
void SetRVOAvoidanceWeight (float Weight)
 
float GetRVOAvoidanceWeight ()
 
float GetRVOAvoidanceRadius ()
 
float GetRVOAvoidanceConsiderationRadius ()
 
float GetRVOAvoidanceHeight ()
 
void SetAvoidanceGroupMask (int GroupFlags)
 
int GetAvoidanceGroupMask ()
 
int GetGroupsToAvoidMask ()
 
void SetGroupsToIgnoreMask (int GroupFlags)
 
int GetGroupsToIgnoreMask ()
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
float GetMaxJumpHeight ()
 
float GetMaxJumpHeightWithJumpTime ()
 
float GetMaxAcceleration ()
 
float GetMaxBrakingDeceleration ()
 
void ApplyVelocityBraking (float DeltaTime, float Friction, float BrakingDeceleration)
 
void PhysFlying (float deltaTime, int Iterations, float friction, float brakingDeceleration)
 
void ApplyRootMotionToVelocity (float deltaTime)
 
void PhysSwimming (float deltaTime, int Iterations)
 
void StartSwimming (UE::Math::TVector< double > *OldLocation, UE::Math::TVector< double > *OldVelocity, float timeTick, float remainingTime, int Iterations)
 
float Swim (UE::Math::TVector< double > *Delta, FHitResult *Hit)
 
void NotifyJumpApex ()
 
float BoostAirControl (float DeltaTime, float TickAirControl, const UE::Math::TVector< double > *FallAcceleration)
 
void PhysFalling (float deltaTime, int Iterations)
 
bool CheckLedgeDirection (const UE::Math::TVector< double > *OldLocation, const UE::Math::TVector< double > *SideStep, const UE::Math::TVector< double > *GravDir)
 
bool CanWalkOffLedges ()
 
void StartFalling (int Iterations, float remainingTime, float timeTick, const UE::Math::TVector< double > *Delta, const UE::Math::TVector< double > *subLoc)
 
void OnCharacterStuckInGeometry (const FHitResult *Hit)
 
void MaintainHorizontalGroundVelocity ()
 
void PhysWalking (float deltaTime, int Iterations)
 
void PhysNavWalking (float deltaTime, int Iterations)
 
void FindBestNavMeshLocation (const UE::Math::TVector< double > *TraceStart, const UE::Math::TVector< double > *TraceEnd, const UE::Math::TVector< double > *CurrentFeetLocation, const UE::Math::TVector< double > *TargetNavLocation, FHitResult *OutHitResult)
 
void PhysCustom (float deltaTime, int Iterations)
 
void HandleWalkingOffLedge (const UE::Math::TVector< double > *PreviousFloorImpactNormal, const UE::Math::TVector< double > *PreviousFloorContactNormal, const UE::Math::TVector< double > *PreviousLocation, float TimeDelta)
 
void AdjustFloorHeight ()
 
void StopActiveMovement ()
 
void ProcessLanded (const FHitResult *Hit, float remainingTime, int Iterations)
 
void SetPostLandedPhysics (const FHitResult *Hit)
 
void ControlledCharacterMove (const UE::Math::TVector< double > *InputVector, float DeltaSeconds)
 
void SetNavWalkingPhysics (bool bEnable)
 
bool TryToLeaveNavWalking ()
 
void OnTeleported ()
 
bool ShouldRemainVertical ()
 
void PhysicsRotation (float DeltaTime)
 
void UpdateNewYawRotation (UE::Math::TRotator< double > *DesiredRotation, UE::Math::TRotator< double > *CurrentRotation, UE::Math::TRotator< double > *NewRotation, UE::Math::TRotator< double > *DeltaRot, float DeltaTime)
 
void UpdateNewPitchRotation (UE::Math::TRotator< double > *DesiredRotation, UE::Math::TRotator< double > *CurrentRotation, UE::Math::TRotator< double > *NewRotation, UE::Math::TRotator< double > *DeltaRot, float DeltaTime)
 
void PhysicsVolumeChanged (APhysicsVolume *NewVolume)
 
bool ShouldJumpOutOfWater (UE::Math::TVector< double > *JumpDir)
 
__int64 CheckWaterJump (UE::Math::TVector< double > *CheckPoint, UE::Math::TVector< double > *WallNormal)
 
void AddImpulse (UE::Math::TVector< double > *Impulse, bool bVelocityChange, float MassScaleImpulseExponent, bool bOverrideMaxImpulseZ)
 
void AddForce (UE::Math::TVector< double > *Force)
 
void UpdateProxyAcceleration ()
 
bool IsWalkable (const FHitResult *Hit, bool bIsSteppingUp)
 
void SetWalkableFloorZ (float InWalkableFloorZ)
 
void K2_ComputeFloorDist (UE::Math::TVector< double > *CapsuleLocation, float LineDistance, float SweepDistance)
 
bool IsValidLandingSpot (const UE::Math::TVector< double > *CapsuleLocation, const FHitResult *Hit)
 
bool ShouldCheckForValidLandingSpot (float DeltaTime, const UE::Math::TVector< double > *Delta, const FHitResult *Hit)
 
float GetValidPerchRadius ()
 
bool ShouldComputePerchResult (const FHitResult *InHit, bool bCheckRadius)
 
bool CanStepUp (const FHitResult *Hit)
 
void HandleImpact (const FHitResult *Impact, float TimeSlice, const UE::Math::TVector< double > *MoveDelta)
 
void ApplyImpactPhysicsForces (const FHitResult *Impact, const UE::Math::TVector< double > *ImpactAcceleration, const UE::Math::TVector< double > *ImpactVelocity)
 
FStringGetMovementName (FString *result)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void ForceReplicationUpdate ()
 
float ComputeAnalogInputModifier ()
 
void SmoothCorrection (const UE::Math::TVector< double > *OldLocation, const UE::Math::TQuat< double > *OldRotation, const UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation)
 
void SmoothClientPosition (float DeltaSeconds)
 
void SmoothClientPosition_Interpolate (float DeltaSeconds)
 
void SmoothClientPosition_UpdateVisuals ()
 
bool ClientUpdatePositionAfterServerUpdate ()
 
bool ForcePositionUpdate (float DeltaTime)
 
FNetworkPredictionData_ClientGetPredictionData_Client ()
 
FNetworkPredictionData_ServerGetPredictionData_Server ()
 
FNetworkPredictionData_Client_CharacterGetPredictionData_Client_Character ()
 
FNetworkPredictionData_Server_CharacterGetPredictionData_Server_Character ()
 
bool HasPredictionData_Client ()
 
bool HasPredictionData_Server ()
 
void ResetPredictionData_Client ()
 
void ResetPredictionData_Server ()
 
void ReplicateMoveToServer (float DeltaTime, const UE::Math::TVector< double > *NewAcceleration)
 
bool VerifyClientTimeStamp (float TimeStamp, FNetworkPredictionData_Server_Character *ServerData)
 
void ProcessClientTimeStampForTimeDiscrepancy (float ClientTimeStamp, FNetworkPredictionData_Server_Character *ServerData)
 
void ServerMoveHandleClientError (float ClientTimeStamp, float DeltaTime, const UE::Math::TVector< double > *Accel, const UE::Math::TVector< double > *RelativeClientLoc, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, unsigned __int8 ClientMovementMode, bool *bClientWasCorrected)
 
bool ServerCheckClientError (float ClientTimeStamp, float DeltaTime, const UE::Math::TVector< double > *Accel, const UE::Math::TVector< double > *ClientWorldLocation, const UE::Math::TVector< double > *RelativeClientLocation, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, unsigned __int8 ClientMovementMode)
 
bool ServerExceedsAllowablePositionError (float ClientTimeStamp, float DeltaTime, const UE::Math::TVector< double > *Accel, const UE::Math::TVector< double > *ClientWorldLocation, const UE::Math::TVector< double > *RelativeClientLocation, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, unsigned __int8 ClientMovementMode)
 
bool ServerShouldUseAuthoritativePosition (float ClientTimeStamp, float DeltaTime, const UE::Math::TVector< double > *Accel, const UE::Math::TVector< double > *ClientWorldLocation, const UE::Math::TVector< double > *RelativeClientLocation, UPrimitiveComponent *ClientMovementBase, FName ClientBaseBoneName, unsigned __int8 ClientMovementMode)
 
void MoveAutonomous (float ClientTimeStamp, float DeltaTime, unsigned __int8 CompressedFlags, const UE::Math::TVector< double > *NewAccel)
 
void UpdateFloorFromAdjustment ()
 
void SendClientAdjustment ()
 
void ClientVeryShortAdjustPosition (float TimeStamp, UE::Math::TVector< double > *NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientVeryShortAdjustPosition_Implementation (float TimeStamp, UE::Math::TVector< double > *NewLoc, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAdjustPosition (float TimeStamp, UE::Math::TVector< double > *NewLoc, UE::Math::TVector< double > *NewVel, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAdjustPosition_Implementation (float TimeStamp, UE::Math::TVector< double > *NewLocation, UE::Math::TVector< double > *NewVelocity, UPrimitiveComponent *NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode, TOptional< UE::Math::TRotator< double > > *OptionalRotation)
 
void ClientAdjustRootMotionPosition (float TimeStamp, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAdjustRootMotionPosition_Implementation (float TimeStamp, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAdjustRootMotionSourcePosition (float TimeStamp, FRootMotionSourceGroup *ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAdjustRootMotionSourcePosition_Implementation (float TimeStamp, FRootMotionSourceGroup *ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBaseBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void ClientAckGoodMove (float TimeStamp)
 
void ClientAckGoodMove_Implementation (float TimeStamp)
 
void CapsuleTouched (UPrimitiveComponent *OverlappedComp, AActor *Other, UPrimitiveComponent *OtherComp, int OtherBodyIndex, bool bFromSweep, const FHitResult *SweepResult)
 
void ApplyDownwardForce (float DeltaSeconds)
 
void ApplyRepulsionForce (float DeltaSeconds)
 
void ApplyAccumulatedForces (float DeltaSeconds)
 
void ClearAccumulatedForces ()
 
void AddRadialForce (const UE::Math::TVector< double > *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff)
 
void AddRadialImpulse (const UE::Math::TVector< double > *Origin, float Radius, float Strength, ERadialImpulseFalloff Falloff, bool bVelChange)
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void ApplyWorldOffset (const UE::Math::TVector< double > *InOffset, bool bWorldShift)
 
void TickCharacterPose (float DeltaTime)
 
bool HasRootMotionSources ()
 
void ConvertRootMotionServerIDsToLocalIDs (const FRootMotionSourceGroup *LocalRootMotionToMatchWith, FRootMotionSourceGroup *InOutServerRootMotion, float TimeStamp)
 
void UpdateFromCompressedFlags (unsigned __int8 Flags)
 
void FlushServerMoves ()
 
void BuildAsyncInput ()
 
void PostBuildAsyncInput ()
 
void ProcessAsyncOutput ()
 
void RegisterAsyncCallback ()
 
bool IsAsyncCallbackRegistered ()
 
- Public Member Functions inherited from UPawnMovementComponent
void Serialize (FStructuredArchiveRecord Record)
 
void SetUpdatedComponent (USceneComponent *NewUpdatedComponent)
 
void Serialize (FArchive *Ar)
 
bool IsMoveInputIgnored ()
 
void AddInputVector (UE::Math::TVector< double > *WorldAccel, bool bForce)
 
void RequestPathMove (const UE::Math::TVector< double > *MoveInput)
 
void OnTeleported ()
 
AControllerGetController ()
 
void MarkForClientCameraUpdate ()
 
- Public Member Functions inherited from UNavMovementComponent
BitFieldValue< bool, unsigned __int32bUpdateNavAgentWithOwnersCollision ()
 
BitFieldValue< bool, unsigned __int32bUseAccelerationForPaths ()
 
BitFieldValue< bool, unsigned __int32bUseFixedBrakingDistanceForPaths ()
 
BitFieldValue< bool, unsigned __int32bStopMovementAbortPaths ()
 
void StopMovementImmediately ()
 
IPathFollowingAgentInterfaceGetPathFollowingAgent ()
 
void RequestDirectMove (const UE::Math::TVector< double > *MoveVelocity, bool bForceMaxSpeed)
 
float GetPathFollowingBrakingDistance (float MaxSpeed)
 
void StopActiveMovement ()
 
- Public Member Functions inherited from UMovementComponent
BitFieldValue< bool, unsigned __int32bUpdateOnlyIfRendered ()
 
BitFieldValue< bool, unsigned __int32bAutoUpdateTickRegistration ()
 
BitFieldValue< bool, unsigned __int32bTickBeforeOwner ()
 
BitFieldValue< bool, unsigned __int32bAutoRegisterUpdatedComponent ()
 
BitFieldValue< bool, unsigned __int32bConstrainToPlane ()
 
BitFieldValue< bool, unsigned __int32bSnapToPlaneAtStart ()
 
BitFieldValue< bool, unsigned __int32bAutoRegisterPhysicsVolumeUpdates ()
 
BitFieldValue< bool, unsigned __int32bComponentShouldUpdatePhysicsVolume ()
 
void StopMovementImmediately ()
 
void Serialize (FStructuredArchiveRecord Record)
 
void SetUpdatedComponent (USceneComponent *NewUpdatedComponent)
 
void InitializeComponent ()
 
void OnRegister ()
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
 
void Serialize (FArchive *Ar)
 
void PostLoad ()
 
void Deactivate ()
 
bool IsInWater ()
 
bool ShouldSkipUpdate (float DeltaTime)
 
float GetGravityZ ()
 
void UpdateComponentVelocity ()
 
void InitCollisionParams (FCollisionQueryParams *OutParams, FCollisionResponseParams *OutResponseParam)
 
bool OverlapTest (const UE::Math::TVector< double > *Location, const UE::Math::TQuat< double > *RotationQuat, const ECollisionChannel CollisionChannel, const FCollisionShape *CollisionShape, const AActor *IgnoreActor)
 
bool IsExceedingMaxSpeed (float MaxSpeed)
 
void SetPlaneConstraintAxisSetting (EPlaneConstraintAxisSetting NewAxisSetting)
 
void SetPlaneConstraintNormal (UE::Math::TVector< double > *PlaneNormal)
 
void SetPlaneConstraintFromVectors (UE::Math::TVector< double > *Forward, UE::Math::TVector< double > *Up)
 
void SetPlaneConstraintOrigin (UE::Math::TVector< double > *PlaneOrigin)
 
void SetPlaneConstraintEnabled (bool bEnabled)
 
void SnapUpdatedComponentToPlane ()
 
bool MoveUpdatedComponentImpl (const UE::Math::TVector< double > *Delta, const UE::Math::TQuat< double > *NewRotation, bool bSweep, FHitResult *OutHit, ETeleportType Teleport)
 
bool SafeMoveUpdatedComponent (const UE::Math::TVector< double > *Delta, const UE::Math::TQuat< double > *NewRotation, bool bSweep, FHitResult *OutHit, ETeleportType Teleport)
 
bool ResolvePenetrationImpl (const UE::Math::TVector< double > *ProposedAdjustment, const FHitResult *Hit, const UE::Math::TQuat< double > *NewRotationQuat)
 
float SlideAlongSurface (const UE::Math::TVector< double > *Delta, float Time, const UE::Math::TVector< double > *Normal, FHitResult *Hit, bool bHandleImpact)
 
void TwoWallAdjust (UE::Math::TVector< double > *OutDelta, const FHitResult *Hit, const UE::Math::TVector< double > *OldHitNormal)
 
- Public Member Functions inherited from UActorComponent
FActorComponentTickFunctionPrimaryComponentTickField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & ComponentTagsField ()
 
TArray< TObjectPtr< UAssetUserData >, TSizedDefaultAllocator< 32 > > & AssetUserDataField ()
 
intMarkedForEndOfFrameUpdateArrayIndexField ()
 
intUCSSerializationIndexField ()
 
EComponentCreationMethodCreationMethodField ()
 
FActorComponentDeactivateSignatureOnComponentDeactivatedField ()
 
AActor *& OwnerPrivateField ()
 
UWorld *& WorldPrivateField ()
 
FNameCustomTagField ()
 
intCustomDataField ()
 
BitFieldValue< bool, unsigned __int32bRegistered ()
 
BitFieldValue< bool, unsigned __int32bRenderStateCreated ()
 
BitFieldValue< bool, unsigned __int32bPhysicsStateCreated ()
 
BitFieldValue< bool, unsigned __int32bNetAddressable ()
 
BitFieldValue< bool, unsigned __int32bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32bReplicates ()
 
BitFieldValue< bool, unsigned __int32bRenderStateDirty ()
 
BitFieldValue< bool, unsigned __int32bRenderTransformDirty ()
 
BitFieldValue< bool, unsigned __int32bRenderDynamicDataDirty ()
 
BitFieldValue< bool, unsigned __int32bRenderInstancesDirty ()
 
BitFieldValue< bool, unsigned __int32bRoutedPostRename ()
 
BitFieldValue< bool, unsigned __int32bAutoRegister ()
 
BitFieldValue< bool, unsigned __int32bAllowReregistration ()
 
BitFieldValue< bool, unsigned __int32bTickInEditor ()
 
BitFieldValue< bool, unsigned __int32bNeverNeedsRenderUpdate ()
 
BitFieldValue< bool, unsigned __int32bAllowConcurrentTick ()
 
BitFieldValue< bool, unsigned __int32bAllowAnyoneToDestroyMe ()
 
BitFieldValue< bool, unsigned __int32bAutoActivate ()
 
BitFieldValue< bool, unsigned __int32bIsActive ()
 
BitFieldValue< bool, unsigned __int32bEditableWhenInherited ()
 
BitFieldValue< bool, unsigned __int32bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32bNavigationRelevant ()
 
BitFieldValue< bool, unsigned __int32bCanEverAffectNavigation ()
 
BitFieldValue< bool, unsigned __int32bWantsInitializeComponent ()
 
BitFieldValue< bool, unsigned __int32bIsEditorOnly ()
 
BitFieldValue< bool, unsigned __int32bHasBeenCreated ()
 
BitFieldValue< bool, unsigned __int32bHasBeenInitialized ()
 
BitFieldValue< bool, unsigned __int32bIsReadyForReplication ()
 
BitFieldValue< bool, unsigned __int32bHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32bIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32bIsNetStartupComponent ()
 
BitFieldValue< bool, unsigned __int32MarkedForEndOfFrameUpdateState ()
 
BitFieldValue< bool, unsigned __int32bMarkedForPreEndOfFrameSync ()
 
BitFieldValue< bool, unsigned __int32bAsyncPhysicsTickEnabled ()
 
BitFieldValue< bool, unsigned __int32bStasisPreventUnregister ()
 
BitFieldValue< bool, unsigned __int32bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bPreventOnConsoles ()
 
BitFieldValue< bool, unsigned __int32bPreventOnClient ()
 
BitFieldValue< bool, unsigned __int32bPreventOnNonDedicatedHost ()
 
BitFieldValue< bool, unsigned __int32bDedicatedForceTickingEveryFrame ()
 
BitFieldValue< bool, unsigned __int32bAlwaysReplicatePropertyConditional ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnComponentTick ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnComponentDestroyed ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnComponentCreated ()
 
UWorldGetWorld ()
 
void AsyncPhysicsTickComponent (float DeltaTime, float SimTime)
 
ELifetimeCondition GetReplicationCondition ()
 
void PostInitProperties ()
 
void OnCreatePhysicsState ()
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostRename (UObject *OldOuter, const FName OldName)
 
bool AllowRegisterWithWorld (UWorld *InWorld)
 
void FailedToRegisterWithWorld (UWorld *InWorld)
 
UWorldGetWorld_Uncached ()
 
bool ComponentHasTag (FName Tag)
 
ENetMode InternalGetNetMode ()
 
FStringGetReadableName (FString *result)
 
void BeginDestroy ()
 
bool NeedsLoadForClient ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForEditorGame ()
 
int GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)
 
void OnRegister ()
 
void InitializeComponent ()
 
void UninitializeComponent ()
 
void ReadyForReplication ()
 
void BeginPlay ()
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
bool SetupActorComponentTickFunction (FTickFunction *TickFunction)
 
void SetComponentTickEnabled (bool bEnabled)
 
void SetComponentTickEnabledAsync (bool bEnabled)
 
bool IsComponentTickEnabled ()
 
void SetComponentTickIntervalAndCooldown (float TickInterval)
 
void RegisterComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void RegisterAllComponentTickFunctions (bool bRegister, bool bSaveAndRestoreComponentTickState)
 
void RegisterAsyncPhysicsTickEnabled (bool bRegister)
 
void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
 
void RegisterComponentWithWorld (UWorld *InWorld, FRegisterComponentContext *Context)
 
void RegisterComponent ()
 
void UnregisterComponent ()
 
void DestroyComponent (bool bPromoteChildren)
 
void OnComponentDestroyed (bool bDestroyingHierarchy)
 
void CreateRenderState_Concurrent (FRegisterComponentContext *Context)
 
void SendRenderTransform_Concurrent ()
 
void SendRenderInstanceData_Concurrent ()
 
void DestroyRenderState_Concurrent ()
 
void OnDestroyPhysicsState ()
 
void CreatePhysicsState (bool bAllowDeferral)
 
void DestroyPhysicsState ()
 
void ExecuteUnregisterEvents ()
 
void ReregisterComponent ()
 
void RecreateRenderState_Concurrent ()
 
void RecreatePhysicsState ()
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void DoDeferredRenderUpdates_Concurrent ()
 
void MarkRenderStateDirty ()
 
void MarkForNeededEndOfFrameUpdate ()
 
void ClearNeedEndOfFrameUpdate_Internal ()
 
void Activate (bool bReset)
 
void Deactivate ()
 
void SetActive (bool bNewActive, bool bReset)
 
void SetAutoActivate (bool bNewAutoActivate)
 
void ToggleActive ()
 
void AddAssetUserData (UAssetUserData *InUserData)
 
UAssetUserDataGetAssetUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass)
 
void RemoveUserDataOfClass (TSubclassOf< UAssetUserData > InUserDataClass)
 
bool IsNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void SetIsReplicated (bool bShouldReplicate)
 
void AddReplicatedSubObject (UObject *SubObject, ELifetimeCondition NetCondition)
 
bool ReplicateSubobjects (UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void OnRep_IsActive ()
 
void DetermineUCSModifiedProperties ()
 
void GetUCSModifiedProperties (TSet< FProperty const *, DefaultKeyFuncs< FProperty const *, 0 >, FDefaultSetAllocator > *ModifiedProperties)
 
void RemoveUCSModifiedProperties (const TArray< FProperty *, TSizedDefaultAllocator< 32 > > *Properties)
 
void SetCanEverAffectNavigation (bool bRelevant)
 
void Serialize (FArchive *Ar)
 
void SetIsReplicatedByDefault (const bool bNewReplicates)
 
- Public Member Functions inherited from UObject
bool ProcessConsoleExec (const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)
 
FStringGetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObjectGetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ConditionalPostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void GetPreloadDependencies (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)
 
void Serialize (FStructuredArchiveRecord Record)
 
void SerializeScriptProperties (FArchive *Ar)
 
void SerializeScriptProperties (FStructuredArchiveSlot Slot)
 
void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)
 
void CollectDefaultSubobjects (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjects (bool bForceCheck)
 
bool CheckDefaultSubobjectsInternal ()
 
void GetAssetRegistryTags (FAssetData *Out)
 
void GetResourceSizeEx (FResourceSizeEx *CumulativeResourceSize)
 
bool IsAsset ()
 
FPrimaryAssetIdGetPrimaryAssetId (FPrimaryAssetId *result)
 
bool IsLocalizedResource ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)
 
void SaveConfig (unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)
 
FStringGetDefaultConfigFilename (FString *result)
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void LocalizeProperty (UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)
 
void SkipFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
void CallFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
bool CallFunctionByNameWithArguments (const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)
 
UFunctionFindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObjectGetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FPropertyFindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersionGetLinkerUEVersion (FPackageFileVersion *result)
 
FStringGetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FStringGetFullGroupName (FString *result, bool bStartWithOuter)
 
UObjectGetOutermostObject ()
 
UPackageGetPackage ()
 
bool MarkPackageDirty ()
 
UObjectGetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
voidGetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoadGetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlagsObjectFlagsField ()
 
intInternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FNameNamePrivateField ()
 
FNameNameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackageGetExternalPackageInternal ()
 
void SetExternalPackage (UPackage *InPackage)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 

Static Public Member Functions

static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUCharacterMovementComponent ()
 
static void AddReferencedObjects (UObject *InThis, FReferenceCollector *Collector)
 
- Static Public Member Functions inherited from UPawnMovementComponent
static UClassStaticClass ()
 
static void StaticRegisterNativesUPawnMovementComponent ()
 
- Static Public Member Functions inherited from UNavMovementComponent
static UClassStaticClass ()
 
static void StaticRegisterNativesUNavMovementComponent ()
 
- Static Public Member Functions inherited from UMovementComponent
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUMovementComponent ()
 
- Static Public Member Functions inherited from UActorComponent
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUActorComponent ()
 
static void AddReferencedObjects (UObject *InThis, FReferenceCollector *Collector)
 
- Static Public Member Functions inherited from UObject
static UClassStaticClass ()
 
static const FNameAssetVersePathTagName ()
 
static void ProcessInternal (UObject *Context, FFrame *Stack, void *const Z_Param__Result)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static __int64 GetLinkerCustomVersion ()
 

Detailed Description

Definition at line 11883 of file Actor.h.

Member Function Documentation

◆ AddForce()

void UCharacterMovementComponent::AddForce ( UE::Math::TVector< double > * Force)
inline

Definition at line 12090 of file Actor.h.

◆ AddImpulse()

void UCharacterMovementComponent::AddImpulse ( UE::Math::TVector< double > * Impulse,
bool bVelocityChange,
float MassScaleImpulseExponent,
bool bOverrideMaxImpulseZ )
inline

Definition at line 12089 of file Actor.h.

◆ AddRadialForce()

void UCharacterMovementComponent::AddRadialForce ( const UE::Math::TVector< double > * Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff )
inline

Definition at line 12167 of file Actor.h.

◆ AddRadialImpulse()

void UCharacterMovementComponent::AddRadialImpulse ( const UE::Math::TVector< double > * Origin,
float Radius,
float Strength,
ERadialImpulseFalloff Falloff,
bool bVelChange )
inline

Definition at line 12168 of file Actor.h.

◆ AddReferencedObjects()

static void UCharacterMovementComponent::AddReferencedObjects ( UObject * InThis,
FReferenceCollector * Collector )
inlinestatic

Definition at line 11985 of file Actor.h.

◆ AdjustFloorHeight()

void UCharacterMovementComponent::AdjustFloorHeight ( )
inline

Definition at line 12074 of file Actor.h.

◆ AdjustProxyCapsuleSize()

void UCharacterMovementComponent::AdjustProxyCapsuleSize ( )
inline

Definition at line 11989 of file Actor.h.

◆ ApplyAccumulatedForces()

void UCharacterMovementComponent::ApplyAccumulatedForces ( float DeltaSeconds)
inline

Definition at line 12165 of file Actor.h.

◆ ApplyDownwardForce()

void UCharacterMovementComponent::ApplyDownwardForce ( float DeltaSeconds)
inline

Definition at line 12163 of file Actor.h.

◆ ApplyImpactPhysicsForces()

void UCharacterMovementComponent::ApplyImpactPhysicsForces ( const FHitResult * Impact,
const UE::Math::TVector< double > * ImpactAcceleration,
const UE::Math::TVector< double > * ImpactVelocity )
inline

Definition at line 12109 of file Actor.h.

◆ ApplyNetworkMovementMode()

void UCharacterMovementComponent::ApplyNetworkMovementMode ( const unsigned __int8 ReceivedMode)
inline

Definition at line 11982 of file Actor.h.

◆ ApplyRepulsionForce()

void UCharacterMovementComponent::ApplyRepulsionForce ( float DeltaSeconds)
inline

Definition at line 12164 of file Actor.h.

◆ ApplyRequestedMove()

bool UCharacterMovementComponent::ApplyRequestedMove ( float DeltaTime,
float MaxAccel,
float MaxSpeed,
float Friction,
float BrakingDeceleration,
UE::Math::TVector< double > * OutAcceleration,
float * OutRequestedSpeed )
inline

Definition at line 12024 of file Actor.h.

◆ ApplyRootMotionToVelocity()

void UCharacterMovementComponent::ApplyRootMotionToVelocity ( float deltaTime)
inline

Definition at line 12052 of file Actor.h.

◆ ApplyVelocityBraking()

void UCharacterMovementComponent::ApplyVelocityBraking ( float DeltaTime,
float Friction,
float BrakingDeceleration )
inline

Definition at line 12050 of file Actor.h.

◆ ApplyWorldOffset()

void UCharacterMovementComponent::ApplyWorldOffset ( const UE::Math::TVector< double > * InOffset,
bool bWorldShift )
inline

Definition at line 12170 of file Actor.h.

◆ bAllowPhysicsRotationDuringAnimRootMotion()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bAllowPhysicsRotationDuringAnimRootMotion ( )
inline

Definition at line 11939 of file Actor.h.

◆ bAlwaysCheckFloor()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bAlwaysCheckFloor ( )
inline

Definition at line 11931 of file Actor.h.

◆ bAlwaysCheckForInvallidFloor()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bAlwaysCheckForInvallidFloor ( )
inline

Definition at line 11950 of file Actor.h.

◆ bApplyGravityWhileJumping()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bApplyGravityWhileJumping ( )
inline

Definition at line 11891 of file Actor.h.

◆ bCanWalkOffLedges()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bCanWalkOffLedges ( )
inline

Definition at line 11903 of file Actor.h.

◆ bCanWalkOffLedgesWhenCrouching()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bCanWalkOffLedgesWhenCrouching ( )
inline

Definition at line 11904 of file Actor.h.

◆ bCheatFlying()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bCheatFlying ( )
inline

Definition at line 11926 of file Actor.h.

◆ bCrouchMaintainsBaseLocation()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bCrouchMaintainsBaseLocation ( )
inline

Definition at line 11928 of file Actor.h.

◆ bDeferUpdateBasedMovement()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bDeferUpdateBasedMovement ( )
inline

Definition at line 11945 of file Actor.h.

◆ bDeferUpdateMoveComponent()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bDeferUpdateMoveComponent ( )
inline

Definition at line 11909 of file Actor.h.

◆ BeginDestroy()

void UCharacterMovementComponent::BeginDestroy ( )
inline

Definition at line 11965 of file Actor.h.

◆ BeginPlay()

void UCharacterMovementComponent::BeginPlay ( )
inline

Definition at line 11962 of file Actor.h.

◆ bEnablePhysicsInteraction()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bEnablePhysicsInteraction ( )
inline

Definition at line 11910 of file Actor.h.

◆ bEnableScopedMovementUpdates()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bEnableScopedMovementUpdates ( )
inline

Definition at line 11897 of file Actor.h.

◆ bEnableServerDualMoveScopedMovementUpdates()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bEnableServerDualMoveScopedMovementUpdates ( )
inline

Definition at line 11898 of file Actor.h.

◆ bEnableSwimmingOutsideOfWater()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bEnableSwimmingOutsideOfWater ( )
inline

Definition at line 11949 of file Actor.h.

◆ bFastAttachedMove()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bFastAttachedMove ( )
inline

Definition at line 11930 of file Actor.h.

◆ bForceMaxAccel()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bForceMaxAccel ( )
inline

Definition at line 11899 of file Actor.h.

◆ bForceModifyDesiredRotation()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bForceModifyDesiredRotation ( )
inline

Definition at line 11942 of file Actor.h.

◆ bForceNextFloorCheck()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bForceNextFloorCheck ( )
inline

Definition at line 11901 of file Actor.h.

◆ bHasRequestedVelocity()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bHasRequestedVelocity ( )
inline

Definition at line 11940 of file Actor.h.

◆ bIgnoreBaseRotation()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bIgnoreBaseRotation ( )
inline

Definition at line 11929 of file Actor.h.

◆ bIgnoreClientMovementErrorChecksAndCorrection()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bIgnoreClientMovementErrorChecksAndCorrection ( )
inline

Definition at line 11923 of file Actor.h.

◆ bImpartBaseAngularVelocity()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bImpartBaseAngularVelocity ( )
inline

Definition at line 11919 of file Actor.h.

◆ bImpartBaseVelocityX()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bImpartBaseVelocityX ( )
inline

Definition at line 11916 of file Actor.h.

◆ bImpartBaseVelocityY()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bImpartBaseVelocityY ( )
inline

Definition at line 11917 of file Actor.h.

◆ bImpartBaseVelocityZ()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bImpartBaseVelocityZ ( )
inline

Definition at line 11918 of file Actor.h.

◆ bIsNavWalkingOnServer()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bIsNavWalkingOnServer ( )
inline

Definition at line 11937 of file Actor.h.

◆ bJustTeleported()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bJustTeleported ( )
inline

Definition at line 11920 of file Actor.h.

◆ bMaintainHorizontalGroundVelocity()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bMaintainHorizontalGroundVelocity ( )
inline

Definition at line 11915 of file Actor.h.

◆ bMovementInProgress()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bMovementInProgress ( )
inline

Definition at line 11896 of file Actor.h.

◆ bNeedsSweepWhileWalkingUpdate()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNeedsSweepWhileWalkingUpdate ( )
inline

Definition at line 11895 of file Actor.h.

◆ bNetworkAlwaysReplicateTransformUpdateTimestamp()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkAlwaysReplicateTransformUpdateTimestamp ( )
inline

Definition at line 11908 of file Actor.h.

◆ bNetworkLargeClientCorrection()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkLargeClientCorrection ( )
inline

Definition at line 11906 of file Actor.h.

◆ bNetworkMovementModeChanged()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkMovementModeChanged ( )
inline

Definition at line 11922 of file Actor.h.

◆ bNetworkSkipProxyPredictionOnNetUpdate()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkSkipProxyPredictionOnNetUpdate ( )
inline

Definition at line 11907 of file Actor.h.

◆ bNetworkSmoothingComplete()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkSmoothingComplete ( )
inline

Definition at line 11905 of file Actor.h.

◆ bNetworkUpdateReceived()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNetworkUpdateReceived ( )
inline

Definition at line 11921 of file Actor.h.

◆ bNotifyApex()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bNotifyApex ( )
inline

Definition at line 11925 of file Actor.h.

◆ BoostAirControl()

float UCharacterMovementComponent::BoostAirControl ( float DeltaTime,
float TickAirControl,
const UE::Math::TVector< double > * FallAcceleration )
inline

Definition at line 12057 of file Actor.h.

◆ bOrientRotationToMovement()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bOrientRotationToMovement ( )
inline

Definition at line 11893 of file Actor.h.

◆ bPerformingJumpOff()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bPerformingJumpOff ( )
inline

Definition at line 11933 of file Actor.h.

◆ bProjectNavMeshOnBothWorldChannels()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bProjectNavMeshOnBothWorldChannels ( )
inline

Definition at line 11947 of file Actor.h.

◆ bProjectNavMeshWalking()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bProjectNavMeshWalking ( )
inline

Definition at line 11946 of file Actor.h.

◆ bPushForceScaledToMass()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bPushForceScaledToMass ( )
inline

Definition at line 11912 of file Actor.h.

◆ bPushForceUsingZOffset()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bPushForceUsingZOffset ( )
inline

Definition at line 11913 of file Actor.h.

◆ bRequestedMoveUseAcceleration()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bRequestedMoveUseAcceleration ( )
inline

Definition at line 11936 of file Actor.h.

◆ bRequestedMoveWithMaxSpeed()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bRequestedMoveWithMaxSpeed ( )
inline

Definition at line 11941 of file Actor.h.

◆ bRunPhysicsWithNoController()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bRunPhysicsWithNoController ( )
inline

Definition at line 11900 of file Actor.h.

◆ bScalePushForceToVelocity()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bScalePushForceToVelocity ( )
inline

Definition at line 11914 of file Actor.h.

◆ bServerAcceptClientAuthoritativePosition()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bServerAcceptClientAuthoritativePosition ( )
inline

Definition at line 11924 of file Actor.h.

◆ bShrinkProxyCapsule()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bShrinkProxyCapsule ( )
inline

Definition at line 11902 of file Actor.h.

◆ bSkipInitialFloorUpdate()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bSkipInitialFloorUpdate ( )
inline

Definition at line 11951 of file Actor.h.

◆ bSweepWhileNavWalking()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bSweepWhileNavWalking ( )
inline

Definition at line 11894 of file Actor.h.

◆ bTouchForceScaledToMass()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bTouchForceScaledToMass ( )
inline

Definition at line 11911 of file Actor.h.

◆ BuildAsyncInput()

void UCharacterMovementComponent::BuildAsyncInput ( )
inline

Definition at line 12180 of file Actor.h.

◆ bUseBPAcknowledgeServerCorrection()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseBPAcknowledgeServerCorrection ( )
inline

Definition at line 11948 of file Actor.h.

◆ bUseControllerDesiredRotation()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseControllerDesiredRotation ( )
inline

Definition at line 11892 of file Actor.h.

◆ bUseFlatBaseForFloorChecks()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseFlatBaseForFloorChecks ( )
inline

Definition at line 11932 of file Actor.h.

◆ bUseRVOAvoidance()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseRVOAvoidance ( )
inline

Definition at line 11935 of file Actor.h.

◆ bUseRVOPostProcess()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseRVOPostProcess ( )
inline

Definition at line 11944 of file Actor.h.

◆ bUseSeparateBrakingFriction()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bUseSeparateBrakingFriction ( )
inline

Definition at line 11890 of file Actor.h.

◆ bWantsToCrouch()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bWantsToCrouch ( )
inline

Definition at line 11927 of file Actor.h.

◆ bWantsToLeaveNavWalking()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bWantsToLeaveNavWalking ( )
inline

Definition at line 11934 of file Actor.h.

◆ bWasAvoidanceUpdated()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bWasAvoidanceUpdated ( )
inline

Definition at line 11943 of file Actor.h.

◆ bWasSimulatingRootMotion()

BitFieldValue< bool, unsigned __int32 > UCharacterMovementComponent::bWasSimulatingRootMotion ( )
inline

Definition at line 11938 of file Actor.h.

◆ CalcAvoidanceVelocity()

void UCharacterMovementComponent::CalcAvoidanceVelocity ( float DeltaTime)
inline

Definition at line 12032 of file Actor.h.

◆ CalcVelocity()

void UCharacterMovementComponent::CalcVelocity ( float DeltaTime,
float Friction,
bool bFluid,
float BrakingDeceleration )
inline

Definition at line 12022 of file Actor.h.

◆ CallMovementUpdateDelegate()

void UCharacterMovementComponent::CallMovementUpdateDelegate ( float DeltaTime,
const UE::Math::TVector< double > * OldLocation,
const UE::Math::TVector< double > * OldVelocity )
inline

Definition at line 12002 of file Actor.h.

◆ CanAttemptJump()

bool UCharacterMovementComponent::CanAttemptJump ( )
inline

Definition at line 11972 of file Actor.h.

◆ CanCrouchInCurrentState()

bool UCharacterMovementComponent::CanCrouchInCurrentState ( )
inline

Definition at line 12004 of file Actor.h.

◆ CanStartPathFollowing()

bool UCharacterMovementComponent::CanStartPathFollowing ( )
inline

Definition at line 12029 of file Actor.h.

◆ CanStepUp()

bool UCharacterMovementComponent::CanStepUp ( const FHitResult * Hit)
inline

Definition at line 12106 of file Actor.h.

◆ CanStopPathFollowing()

bool UCharacterMovementComponent::CanStopPathFollowing ( )
inline

Definition at line 12030 of file Actor.h.

◆ CanWalkOffLedges()

bool UCharacterMovementComponent::CanWalkOffLedges ( )
inline

Definition at line 12060 of file Actor.h.

◆ CapsuleTouched()

void UCharacterMovementComponent::CapsuleTouched ( UPrimitiveComponent * OverlappedComp,
AActor * Other,
UPrimitiveComponent * OtherComp,
int OtherBodyIndex,
bool bFromSweep,
const FHitResult * SweepResult )
inline

Definition at line 12162 of file Actor.h.

◆ CheckLedgeDirection()

bool UCharacterMovementComponent::CheckLedgeDirection ( const UE::Math::TVector< double > * OldLocation,
const UE::Math::TVector< double > * SideStep,
const UE::Math::TVector< double > * GravDir )
inline

Definition at line 12059 of file Actor.h.

◆ CheckWaterJump()

__int64 UCharacterMovementComponent::CheckWaterJump ( UE::Math::TVector< double > * CheckPoint,
UE::Math::TVector< double > * WallNormal )
inline

Definition at line 12088 of file Actor.h.

◆ ClearAccumulatedForces()

void UCharacterMovementComponent::ClearAccumulatedForces ( )
inline

Definition at line 12166 of file Actor.h.

◆ ClientAckGoodMove()

void UCharacterMovementComponent::ClientAckGoodMove ( float TimeStamp)
inline

Definition at line 12160 of file Actor.h.

◆ ClientAckGoodMove_Implementation()

void UCharacterMovementComponent::ClientAckGoodMove_Implementation ( float TimeStamp)
inline

Definition at line 12161 of file Actor.h.

◆ ClientAdjustPosition()

void UCharacterMovementComponent::ClientAdjustPosition ( float TimeStamp,
UE::Math::TVector< double > * NewLoc,
UE::Math::TVector< double > * NewVel,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12154 of file Actor.h.

◆ ClientAdjustPosition_Implementation()

void UCharacterMovementComponent::ClientAdjustPosition_Implementation ( float TimeStamp,
UE::Math::TVector< double > * NewLocation,
UE::Math::TVector< double > * NewVelocity,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode,
TOptional< UE::Math::TRotator< double > > * OptionalRotation )
inline

Definition at line 12155 of file Actor.h.

◆ ClientAdjustRootMotionPosition()

void UCharacterMovementComponent::ClientAdjustRootMotionPosition ( float TimeStamp,
float ServerMontageTrackPosition,
UE::Math::TVector< double > * ServerLoc,
FVector_NetQuantizeNormal * ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12156 of file Actor.h.

◆ ClientAdjustRootMotionPosition_Implementation()

void UCharacterMovementComponent::ClientAdjustRootMotionPosition_Implementation ( float TimeStamp,
float ServerMontageTrackPosition,
UE::Math::TVector< double > * ServerLoc,
FVector_NetQuantizeNormal * ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12157 of file Actor.h.

◆ ClientAdjustRootMotionSourcePosition()

void UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition ( float TimeStamp,
FRootMotionSourceGroup * ServerRootMotion,
bool bHasAnimRootMotion,
float ServerMontageTrackPosition,
UE::Math::TVector< double > * ServerLoc,
FVector_NetQuantizeNormal * ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12158 of file Actor.h.

◆ ClientAdjustRootMotionSourcePosition_Implementation()

void UCharacterMovementComponent::ClientAdjustRootMotionSourcePosition_Implementation ( float TimeStamp,
FRootMotionSourceGroup * ServerRootMotion,
bool bHasAnimRootMotion,
float ServerMontageTrackPosition,
UE::Math::TVector< double > * ServerLoc,
FVector_NetQuantizeNormal * ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12159 of file Actor.h.

◆ ClientUpdatePositionAfterServerUpdate()

bool UCharacterMovementComponent::ClientUpdatePositionAfterServerUpdate ( )
inline

Definition at line 12118 of file Actor.h.

◆ ClientVeryShortAdjustPosition()

void UCharacterMovementComponent::ClientVeryShortAdjustPosition ( float TimeStamp,
UE::Math::TVector< double > * NewLoc,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12152 of file Actor.h.

◆ ClientVeryShortAdjustPosition_Implementation()

void UCharacterMovementComponent::ClientVeryShortAdjustPosition_Implementation ( float TimeStamp,
UE::Math::TVector< double > * NewLoc,
UPrimitiveComponent * NewBase,
FName NewBaseBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 12153 of file Actor.h.

◆ ComputeAnalogInputModifier()

float UCharacterMovementComponent::ComputeAnalogInputModifier ( )
inline

Definition at line 12113 of file Actor.h.

◆ ControlledCharacterMove()

void UCharacterMovementComponent::ControlledCharacterMove ( const UE::Math::TVector< double > * InputVector,
float DeltaSeconds )
inline

Definition at line 12078 of file Actor.h.

◆ ConvertRootMotionServerIDsToLocalIDs()

void UCharacterMovementComponent::ConvertRootMotionServerIDsToLocalIDs ( const FRootMotionSourceGroup * LocalRootMotionToMatchWith,
FRootMotionSourceGroup * InOutServerRootMotion,
float TimeStamp )
inline

Definition at line 12173 of file Actor.h.

◆ Crouch()

void UCharacterMovementComponent::Crouch ( bool bClientSimulation)
inline

Definition at line 12005 of file Actor.h.

◆ Deactivate()

void UCharacterMovementComponent::Deactivate ( )
inline

Definition at line 11966 of file Actor.h.

◆ DetermineRequestedMoveAcceleration()

void UCharacterMovementComponent::DetermineRequestedMoveAcceleration ( UE::Math::TVector< double > * NewAcceleration,
const UE::Math::TVector< double > * MoveVelocity,
float DeltaTime,
float MaxAccel,
float MaxSpeed,
float Friction,
float CurrentSpeedSq,
const UE::Math::TVector< double > * RequestedMoveDir )
inline

Definition at line 12025 of file Actor.h.

◆ DisableMovement()

void UCharacterMovementComponent::DisableMovement ( )
inline

Definition at line 11999 of file Actor.h.

◆ DisplayDebug()

void UCharacterMovementComponent::DisplayDebug ( UCanvas * Canvas,
const FDebugDisplayInfo * DebugDisplay,
float * YL,
float * YPos )
inline

Definition at line 12111 of file Actor.h.

◆ DoJump()

bool UCharacterMovementComponent::DoJump ( bool bReplayingMoves)
inline

Definition at line 11971 of file Actor.h.

◆ FindBestNavMeshLocation()

void UCharacterMovementComponent::FindBestNavMeshLocation ( const UE::Math::TVector< double > * TraceStart,
const UE::Math::TVector< double > * TraceEnd,
const UE::Math::TVector< double > * CurrentFeetLocation,
const UE::Math::TVector< double > * TargetNavLocation,
FHitResult * OutHitResult )
inline

Definition at line 12070 of file Actor.h.

◆ FlushServerMoves()

void UCharacterMovementComponent::FlushServerMoves ( )
inline

Definition at line 12177 of file Actor.h.

◆ ForcePositionUpdate()

bool UCharacterMovementComponent::ForcePositionUpdate ( float DeltaTime)
inline

Definition at line 12119 of file Actor.h.

◆ ForceReplicationUpdate()

void UCharacterMovementComponent::ForceReplicationUpdate ( )
inline

Definition at line 12112 of file Actor.h.

◆ GetAvoidanceGroupMask()

int UCharacterMovementComponent::GetAvoidanceGroupMask ( )
inline

Definition at line 12040 of file Actor.h.

◆ GetGravityZ()

float UCharacterMovementComponent::GetGravityZ ( )
inline

Definition at line 12010 of file Actor.h.

◆ GetGroupsToAvoidMask()

int UCharacterMovementComponent::GetGroupsToAvoidMask ( )
inline

Definition at line 12041 of file Actor.h.

◆ GetGroupsToIgnoreMask()

int UCharacterMovementComponent::GetGroupsToIgnoreMask ( )
inline

Definition at line 12043 of file Actor.h.

◆ GetMaxAcceleration()

float UCharacterMovementComponent::GetMaxAcceleration ( )
inline

Definition at line 12048 of file Actor.h.

◆ GetMaxBrakingDeceleration()

float UCharacterMovementComponent::GetMaxBrakingDeceleration ( )
inline

Definition at line 12049 of file Actor.h.

◆ GetMaxJumpHeight()

float UCharacterMovementComponent::GetMaxJumpHeight ( )
inline

Definition at line 12046 of file Actor.h.

◆ GetMaxJumpHeightWithJumpTime()

float UCharacterMovementComponent::GetMaxJumpHeightWithJumpTime ( )
inline

Definition at line 12047 of file Actor.h.

◆ GetMaxSpeed()

float UCharacterMovementComponent::GetMaxSpeed ( )
inline

Definition at line 12011 of file Actor.h.

◆ GetMinAnalogSpeed()

float UCharacterMovementComponent::GetMinAnalogSpeed ( )
inline

Definition at line 12012 of file Actor.h.

◆ GetMovementBase()

UPrimitiveComponent * UCharacterMovementComponent::GetMovementBase ( )
inline

Definition at line 11993 of file Actor.h.

◆ GetMovementName()

FString * UCharacterMovementComponent::GetMovementName ( FString * result)
inline

Definition at line 12110 of file Actor.h.

◆ GetNetworkSafeRandomAngleDegrees()

float UCharacterMovementComponent::GetNetworkSafeRandomAngleDegrees ( )
inline

Definition at line 11976 of file Actor.h.

◆ GetPathFollowingBrakingDistance()

float UCharacterMovementComponent::GetPathFollowingBrakingDistance ( float MaxSpeed)
inline

Definition at line 12031 of file Actor.h.

◆ GetPredictionData_Client()

FNetworkPredictionData_Client * UCharacterMovementComponent::GetPredictionData_Client ( )
inline

Definition at line 12120 of file Actor.h.

◆ GetPredictionData_Client_Character()

FNetworkPredictionData_Client_Character * UCharacterMovementComponent::GetPredictionData_Client_Character ( )
inline

Definition at line 12122 of file Actor.h.

◆ GetPredictionData_Server()

FNetworkPredictionData_Server * UCharacterMovementComponent::GetPredictionData_Server ( )
inline

Definition at line 12121 of file Actor.h.

◆ GetPredictionData_Server_Character()

FNetworkPredictionData_Server_Character * UCharacterMovementComponent::GetPredictionData_Server_Character ( )
inline

Definition at line 12123 of file Actor.h.

◆ GetPrivateStaticClass()

static UClass * UCharacterMovementComponent::GetPrivateStaticClass ( )
inlinestatic

Definition at line 11956 of file Actor.h.

◆ GetRVOAvoidanceConsiderationRadius()

float UCharacterMovementComponent::GetRVOAvoidanceConsiderationRadius ( )
inline

Definition at line 12037 of file Actor.h.

◆ GetRVOAvoidanceHeight()

float UCharacterMovementComponent::GetRVOAvoidanceHeight ( )
inline

Definition at line 12038 of file Actor.h.

◆ GetRVOAvoidanceRadius()

float UCharacterMovementComponent::GetRVOAvoidanceRadius ( )
inline

Definition at line 12036 of file Actor.h.

◆ GetRVOAvoidanceUID()

int UCharacterMovementComponent::GetRVOAvoidanceUID ( )
inline

Definition at line 11955 of file Actor.h.

◆ GetRVOAvoidanceWeight()

float UCharacterMovementComponent::GetRVOAvoidanceWeight ( )
inline

Definition at line 12035 of file Actor.h.

◆ GetValidPerchRadius()

float UCharacterMovementComponent::GetValidPerchRadius ( )
inline

Definition at line 12103 of file Actor.h.

◆ HandleImpact()

void UCharacterMovementComponent::HandleImpact ( const FHitResult * Impact,
float TimeSlice,
const UE::Math::TVector< double > * MoveDelta )
inline

Definition at line 12108 of file Actor.h.

◆ HandlePendingLaunch()

bool UCharacterMovementComponent::HandlePendingLaunch ( )
inline

Definition at line 11974 of file Actor.h.

◆ HandleWalkingOffLedge()

void UCharacterMovementComponent::HandleWalkingOffLedge ( const UE::Math::TVector< double > * PreviousFloorImpactNormal,
const UE::Math::TVector< double > * PreviousFloorContactNormal,
const UE::Math::TVector< double > * PreviousLocation,
float TimeDelta )
inline

Definition at line 12073 of file Actor.h.

◆ HasPredictionData_Client()

bool UCharacterMovementComponent::HasPredictionData_Client ( )
inline

Definition at line 12124 of file Actor.h.

◆ HasPredictionData_Server()

bool UCharacterMovementComponent::HasPredictionData_Server ( )
inline

Definition at line 12125 of file Actor.h.

◆ HasRootMotionSources()

bool UCharacterMovementComponent::HasRootMotionSources ( )
inline

Definition at line 12172 of file Actor.h.

◆ HasValidData()

bool UCharacterMovementComponent::HasValidData ( )
inline

Definition at line 11968 of file Actor.h.

◆ ImmersionDepth()

float UCharacterMovementComponent::ImmersionDepth ( bool bUseLineTrace)
inline

Definition at line 12016 of file Actor.h.

◆ IsAsyncCallbackRegistered()

bool UCharacterMovementComponent::IsAsyncCallbackRegistered ( )
inline

Definition at line 12185 of file Actor.h.

◆ IsCrouching()

bool UCharacterMovementComponent::IsCrouching ( )
inline

Definition at line 12021 of file Actor.h.

◆ IsFalling()

bool UCharacterMovementComponent::IsFalling ( )
inline

Definition at line 12019 of file Actor.h.

◆ IsFlying()

bool UCharacterMovementComponent::IsFlying ( )
inline

Definition at line 12017 of file Actor.h.

◆ IsMovingOnGround()

bool UCharacterMovementComponent::IsMovingOnGround ( )
inline

Definition at line 12018 of file Actor.h.

◆ IsSwimming()

bool UCharacterMovementComponent::IsSwimming ( )
inline

Definition at line 12020 of file Actor.h.

◆ IsValidLandingSpot()

bool UCharacterMovementComponent::IsValidLandingSpot ( const UE::Math::TVector< double > * CapsuleLocation,
const FHitResult * Hit )
inline

Definition at line 12101 of file Actor.h.

◆ IsWalkable()

bool UCharacterMovementComponent::IsWalkable ( const FHitResult * Hit,
bool bIsSteppingUp )
inline

Definition at line 12093 of file Actor.h.

◆ JumpOff()

void UCharacterMovementComponent::JumpOff ( AActor * MovementBaseActor)
inline

Definition at line 11975 of file Actor.h.

◆ K2_ComputeFloorDist()

void UCharacterMovementComponent::K2_ComputeFloorDist ( UE::Math::TVector< double > * CapsuleLocation,
float LineDistance,
float SweepDistance )
inline

Definition at line 12099 of file Actor.h.

◆ Launch()

void UCharacterMovementComponent::Launch ( const UE::Math::TVector< double > * LaunchVel)
inline

Definition at line 11973 of file Actor.h.

◆ MaintainHorizontalGroundVelocity()

void UCharacterMovementComponent::MaintainHorizontalGroundVelocity ( )
inline

Definition at line 12066 of file Actor.h.

◆ MaybeSaveBaseLocation()

void UCharacterMovementComponent::MaybeSaveBaseLocation ( )
inline

Definition at line 11996 of file Actor.h.

◆ MaybeUpdateBasedMovement()

void UCharacterMovementComponent::MaybeUpdateBasedMovement ( float DeltaSeconds)
inline

Definition at line 11995 of file Actor.h.

◆ MoveAutonomous()

void UCharacterMovementComponent::MoveAutonomous ( float ClientTimeStamp,
float DeltaTime,
unsigned __int8 CompressedFlags,
const UE::Math::TVector< double > * NewAccel )
inline

Definition at line 12147 of file Actor.h.

◆ NotifyBumpedPawn()

void UCharacterMovementComponent::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 12045 of file Actor.h.

◆ NotifyJumpApex()

void UCharacterMovementComponent::NotifyJumpApex ( )
inline

Definition at line 12056 of file Actor.h.

◆ OnCharacterStuckInGeometry()

void UCharacterMovementComponent::OnCharacterStuckInGeometry ( const FHitResult * Hit)
inline

Definition at line 12064 of file Actor.h.

◆ OnMovementModeChanged()

void UCharacterMovementComponent::OnMovementModeChanged ( EMovementMode PreviousMovementMode,
unsigned __int8 PreviousCustomMode )
inline

Definition at line 11979 of file Actor.h.

◆ OnRegister()

void UCharacterMovementComponent::OnRegister ( )
inline

Definition at line 11964 of file Actor.h.

◆ OnTeleported()

void UCharacterMovementComponent::OnTeleported ( )
inline

Definition at line 12081 of file Actor.h.

◆ PackNetworkMovementMode()

unsigned __int8 UCharacterMovementComponent::PackNetworkMovementMode ( )
inline

Definition at line 11980 of file Actor.h.

◆ PerformAirControlForPathFollowing()

void UCharacterMovementComponent::PerformAirControlForPathFollowing ( UE::Math::TVector< double > * Direction,
float ZDiff )
inline

Definition at line 11983 of file Actor.h.

◆ PerformMovement()

void UCharacterMovementComponent::PerformMovement ( float DeltaSeconds)
inline

Definition at line 12000 of file Actor.h.

◆ PhysCustom()

void UCharacterMovementComponent::PhysCustom ( float deltaTime,
int Iterations )
inline

Definition at line 12072 of file Actor.h.

◆ PhysFalling()

void UCharacterMovementComponent::PhysFalling ( float deltaTime,
int Iterations )
inline

Definition at line 12058 of file Actor.h.

◆ PhysFlying()

void UCharacterMovementComponent::PhysFlying ( float deltaTime,
int Iterations,
float friction,
float brakingDeceleration )
inline

Definition at line 12051 of file Actor.h.

◆ PhysicsRotation()

void UCharacterMovementComponent::PhysicsRotation ( float DeltaTime)
inline

Definition at line 12083 of file Actor.h.

◆ PhysicsVolumeChanged()

void UCharacterMovementComponent::PhysicsVolumeChanged ( APhysicsVolume * NewVolume)
inline

Definition at line 12086 of file Actor.h.

◆ PhysNavWalking()

void UCharacterMovementComponent::PhysNavWalking ( float deltaTime,
int Iterations )
inline

Definition at line 12068 of file Actor.h.

◆ PhysSwimming()

void UCharacterMovementComponent::PhysSwimming ( float deltaTime,
int Iterations )
inline

Definition at line 12053 of file Actor.h.

◆ PhysWalking()

void UCharacterMovementComponent::PhysWalking ( float deltaTime,
int Iterations )
inline

Definition at line 12067 of file Actor.h.

◆ PostBuildAsyncInput()

void UCharacterMovementComponent::PostBuildAsyncInput ( )
inline

Definition at line 12181 of file Actor.h.

◆ PostLoad()

void UCharacterMovementComponent::PostLoad ( )
inline

Definition at line 11963 of file Actor.h.

◆ ProcessAsyncOutput()

void UCharacterMovementComponent::ProcessAsyncOutput ( )
inline

Definition at line 12183 of file Actor.h.

◆ ProcessClientTimeStampForTimeDiscrepancy()

void UCharacterMovementComponent::ProcessClientTimeStampForTimeDiscrepancy ( float ClientTimeStamp,
FNetworkPredictionData_Server_Character * ServerData )
inline

Definition at line 12135 of file Actor.h.

◆ ProcessLanded()

void UCharacterMovementComponent::ProcessLanded ( const FHitResult * Hit,
float remainingTime,
int Iterations )
inline

Definition at line 12076 of file Actor.h.

◆ RegisterAsyncCallback()

void UCharacterMovementComponent::RegisterAsyncCallback ( )
inline

Definition at line 12184 of file Actor.h.

◆ RegisterComponentTickFunctions()

void UCharacterMovementComponent::RegisterComponentTickFunctions ( bool bRegister,
bool bSaveAndRestoreComponentTickState )
inline

Definition at line 12169 of file Actor.h.

◆ ReplicateMoveToServer()

void UCharacterMovementComponent::ReplicateMoveToServer ( float DeltaTime,
const UE::Math::TVector< double > * NewAcceleration )
inline

Definition at line 12128 of file Actor.h.

◆ RequestDirectMove()

void UCharacterMovementComponent::RequestDirectMove ( const UE::Math::TVector< double > * MoveVelocity,
bool bForceMaxSpeed )
inline

Definition at line 12026 of file Actor.h.

◆ RequestPathMove()

void UCharacterMovementComponent::RequestPathMove ( const UE::Math::TVector< double > * MoveInput)
inline

Definition at line 12028 of file Actor.h.

◆ ResetPredictionData_Client()

void UCharacterMovementComponent::ResetPredictionData_Client ( )
inline

Definition at line 12126 of file Actor.h.

◆ ResetPredictionData_Server()

void UCharacterMovementComponent::ResetPredictionData_Server ( )
inline

Definition at line 12127 of file Actor.h.

◆ ResolvePenetrationImpl()

bool UCharacterMovementComponent::ResolvePenetrationImpl ( const UE::Math::TVector< double > * Adjustment,
const FHitResult * Hit,
const UE::Math::TQuat< double > * NewRotation )
inline

Definition at line 12013 of file Actor.h.

◆ SaveBaseLocation()

void UCharacterMovementComponent::SaveBaseLocation ( )
inline

Definition at line 12003 of file Actor.h.

◆ SendClientAdjustment()

void UCharacterMovementComponent::SendClientAdjustment ( )
inline

Definition at line 12151 of file Actor.h.

◆ Serialize() [1/2]

void UCharacterMovementComponent::Serialize ( FArchive * Archive)
inline

Definition at line 11984 of file Actor.h.

◆ Serialize() [2/2]

void UCharacterMovementComponent::Serialize ( FStructuredArchiveRecord Record)
inline

Definition at line 11960 of file Actor.h.

◆ ServerCheckClientError()

bool UCharacterMovementComponent::ServerCheckClientError ( float ClientTimeStamp,
float DeltaTime,
const UE::Math::TVector< double > * Accel,
const UE::Math::TVector< double > * ClientWorldLocation,
const UE::Math::TVector< double > * RelativeClientLocation,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
unsigned __int8 ClientMovementMode )
inline

Definition at line 12141 of file Actor.h.

◆ ServerExceedsAllowablePositionError()

bool UCharacterMovementComponent::ServerExceedsAllowablePositionError ( float ClientTimeStamp,
float DeltaTime,
const UE::Math::TVector< double > * Accel,
const UE::Math::TVector< double > * ClientWorldLocation,
const UE::Math::TVector< double > * RelativeClientLocation,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
unsigned __int8 ClientMovementMode )
inline

Definition at line 12142 of file Actor.h.

◆ ServerMoveHandleClientError()

void UCharacterMovementComponent::ServerMoveHandleClientError ( float ClientTimeStamp,
float DeltaTime,
const UE::Math::TVector< double > * Accel,
const UE::Math::TVector< double > * RelativeClientLoc,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
unsigned __int8 ClientMovementMode,
bool * bClientWasCorrected )
inline

Definition at line 12140 of file Actor.h.

◆ ServerShouldUseAuthoritativePosition()

bool UCharacterMovementComponent::ServerShouldUseAuthoritativePosition ( float ClientTimeStamp,
float DeltaTime,
const UE::Math::TVector< double > * Accel,
const UE::Math::TVector< double > * ClientWorldLocation,
const UE::Math::TVector< double > * RelativeClientLocation,
UPrimitiveComponent * ClientMovementBase,
FName ClientBaseBoneName,
unsigned __int8 ClientMovementMode )
inline

Definition at line 12143 of file Actor.h.

◆ SetAvoidanceGroupMask()

void UCharacterMovementComponent::SetAvoidanceGroupMask ( int GroupFlags)
inline

Definition at line 12039 of file Actor.h.

◆ SetBase()

void UCharacterMovementComponent::SetBase ( UPrimitiveComponent * NewBase,
const FName BoneName,
bool bNotifyActor )
inline

Definition at line 11994 of file Actor.h.

◆ SetDefaultMovementMode()

void UCharacterMovementComponent::SetDefaultMovementMode ( )
inline

Definition at line 11977 of file Actor.h.

◆ SetGroupsToIgnoreMask()

void UCharacterMovementComponent::SetGroupsToIgnoreMask ( int GroupFlags)
inline

Definition at line 12042 of file Actor.h.

◆ SetMovementMode()

void UCharacterMovementComponent::SetMovementMode ( EMovementMode NewMovementMode,
unsigned __int8 NewCustomMode )
inline

Definition at line 11978 of file Actor.h.

◆ SetNavWalkingPhysics()

void UCharacterMovementComponent::SetNavWalkingPhysics ( bool bEnable)
inline

Definition at line 12079 of file Actor.h.

◆ SetPostLandedPhysics()

void UCharacterMovementComponent::SetPostLandedPhysics ( const FHitResult * Hit)
inline

Definition at line 12077 of file Actor.h.

◆ SetRVOAvoidanceUID()

void UCharacterMovementComponent::SetRVOAvoidanceUID ( int UID)
inline

Definition at line 12033 of file Actor.h.

◆ SetRVOAvoidanceWeight()

void UCharacterMovementComponent::SetRVOAvoidanceWeight ( float Weight)
inline

Definition at line 12034 of file Actor.h.

◆ SetUpdatedComponent()

void UCharacterMovementComponent::SetUpdatedComponent ( USceneComponent * NewUpdatedComponent)
inline

Definition at line 11967 of file Actor.h.

◆ SetWalkableFloorZ()

void UCharacterMovementComponent::SetWalkableFloorZ ( float InWalkableFloorZ)
inline

Definition at line 12094 of file Actor.h.

◆ ShouldCancelAdaptiveReplication()

bool UCharacterMovementComponent::ShouldCancelAdaptiveReplication ( )
inline

Definition at line 12001 of file Actor.h.

◆ ShouldCheckForValidLandingSpot()

bool UCharacterMovementComponent::ShouldCheckForValidLandingSpot ( float DeltaTime,
const UE::Math::TVector< double > * Delta,
const FHitResult * Hit )
inline

Definition at line 12102 of file Actor.h.

◆ ShouldComputeAccelerationToReachRequestedVelocity()

bool UCharacterMovementComponent::ShouldComputeAccelerationToReachRequestedVelocity ( const float RequestedSpeed)
inline

Definition at line 12023 of file Actor.h.

◆ ShouldComputePerchResult()

bool UCharacterMovementComponent::ShouldComputePerchResult ( const FHitResult * InHit,
bool bCheckRadius )
inline

Definition at line 12104 of file Actor.h.

◆ ShouldJumpOutOfWater()

bool UCharacterMovementComponent::ShouldJumpOutOfWater ( UE::Math::TVector< double > * JumpDir)
inline

Definition at line 12087 of file Actor.h.

◆ ShouldLimitAirControl()

bool UCharacterMovementComponent::ShouldLimitAirControl ( float DeltaTime,
const UE::Math::TVector< double > * FallAcceleration )
inline

Definition at line 11957 of file Actor.h.

◆ ShouldPerformAirControlForPathFollowing()

bool UCharacterMovementComponent::ShouldPerformAirControlForPathFollowing ( )
inline

Definition at line 12027 of file Actor.h.

◆ ShouldRemainVertical()

bool UCharacterMovementComponent::ShouldRemainVertical ( )
inline

Definition at line 12082 of file Actor.h.

◆ ShouldUsePackedMovementRPCs()

bool UCharacterMovementComponent::ShouldUsePackedMovementRPCs ( )
inline

Definition at line 11969 of file Actor.h.

◆ SimulatedTick()

void UCharacterMovementComponent::SimulatedTick ( float DeltaSeconds)
inline

Definition at line 11990 of file Actor.h.

◆ SimulateMovement()

void UCharacterMovementComponent::SimulateMovement ( float DeltaSeconds)
inline

Definition at line 11992 of file Actor.h.

◆ SimulateRootMotion()

void UCharacterMovementComponent::SimulateRootMotion ( float DeltaSeconds,
const UE::Math::TTransform< double > * LocalRootMotionTransform )
inline

Definition at line 11991 of file Actor.h.

◆ SlideAlongSurface()

float UCharacterMovementComponent::SlideAlongSurface ( const UE::Math::TVector< double > * Delta,
float Time,
const UE::Math::TVector< double > * InNormal,
FHitResult * Hit,
bool bHandleImpact )
inline

Definition at line 12014 of file Actor.h.

◆ SmoothClientPosition()

void UCharacterMovementComponent::SmoothClientPosition ( float DeltaSeconds)
inline

Definition at line 12115 of file Actor.h.

◆ SmoothClientPosition_Interpolate()

void UCharacterMovementComponent::SmoothClientPosition_Interpolate ( float DeltaSeconds)
inline

Definition at line 12116 of file Actor.h.

◆ SmoothClientPosition_UpdateVisuals()

void UCharacterMovementComponent::SmoothClientPosition_UpdateVisuals ( )
inline

Definition at line 12117 of file Actor.h.

◆ SmoothCorrection()

void UCharacterMovementComponent::SmoothCorrection ( const UE::Math::TVector< double > * OldLocation,
const UE::Math::TQuat< double > * OldRotation,
const UE::Math::TVector< double > * NewLocation,
const UE::Math::TQuat< double > * NewRotation )
inline

Definition at line 12114 of file Actor.h.

◆ StartFalling()

void UCharacterMovementComponent::StartFalling ( int Iterations,
float remainingTime,
float timeTick,
const UE::Math::TVector< double > * Delta,
const UE::Math::TVector< double > * subLoc )
inline

Definition at line 12062 of file Actor.h.

◆ StartNewPhysics()

void UCharacterMovementComponent::StartNewPhysics ( float deltaTime,
int Iterations )
inline

Definition at line 12009 of file Actor.h.

◆ StartSwimming()

void UCharacterMovementComponent::StartSwimming ( UE::Math::TVector< double > * OldLocation,
UE::Math::TVector< double > * OldVelocity,
float timeTick,
float remainingTime,
int Iterations )
inline

Definition at line 12054 of file Actor.h.

◆ StaticRegisterNativesUCharacterMovementComponent()

static void UCharacterMovementComponent::StaticRegisterNativesUCharacterMovementComponent ( )
inlinestatic

Definition at line 11958 of file Actor.h.

◆ StopActiveMovement()

void UCharacterMovementComponent::StopActiveMovement ( )
inline

Definition at line 12075 of file Actor.h.

◆ Swim()

float UCharacterMovementComponent::Swim ( UE::Math::TVector< double > * Delta,
FHitResult * Hit )
inline

Definition at line 12055 of file Actor.h.

◆ TickCharacterPose()

void UCharacterMovementComponent::TickCharacterPose ( float DeltaTime)
inline

Definition at line 12171 of file Actor.h.

◆ TickComponent()

void UCharacterMovementComponent::TickComponent ( float DeltaTime,
ELevelTick TickType,
FActorComponentTickFunction * ThisTickFunction )
inline

Definition at line 11986 of file Actor.h.

◆ TryToLeaveNavWalking()

bool UCharacterMovementComponent::TryToLeaveNavWalking ( )
inline

Definition at line 12080 of file Actor.h.

◆ TwoWallAdjust()

void UCharacterMovementComponent::TwoWallAdjust ( UE::Math::TVector< double > * Delta,
const FHitResult * Hit,
const UE::Math::TVector< double > * OldHitNormal )
inline

Definition at line 12015 of file Actor.h.

◆ UnCrouch()

void UCharacterMovementComponent::UnCrouch ( bool bClientSimulation,
bool bForce )
inline

Definition at line 12006 of file Actor.h.

◆ UpdateBasedMovement()

void UCharacterMovementComponent::UpdateBasedMovement ( float DeltaSeconds)
inline

Definition at line 11997 of file Actor.h.

◆ UpdateBasedRotation()

void UCharacterMovementComponent::UpdateBasedRotation ( UE::Math::TRotator< double > * FinalRotation,
const UE::Math::TRotator< double > * ReducedRotation )
inline

Definition at line 11998 of file Actor.h.

◆ UpdateCharacterStateAfterMovement()

void UCharacterMovementComponent::UpdateCharacterStateAfterMovement ( float DeltaSeconds,
bool bDoOverrideVelocities )
inline

Definition at line 12008 of file Actor.h.

◆ UpdateCharacterStateBeforeMovement()

void UCharacterMovementComponent::UpdateCharacterStateBeforeMovement ( float DeltaSeconds)
inline

Definition at line 12007 of file Actor.h.

◆ UpdateFloorFromAdjustment()

void UCharacterMovementComponent::UpdateFloorFromAdjustment ( )
inline

Definition at line 12148 of file Actor.h.

◆ UpdateFromCompressedFlags()

void UCharacterMovementComponent::UpdateFromCompressedFlags ( unsigned __int8 Flags)
inline

Definition at line 12176 of file Actor.h.

◆ UpdateNewPitchRotation()

void UCharacterMovementComponent::UpdateNewPitchRotation ( UE::Math::TRotator< double > * DesiredRotation,
UE::Math::TRotator< double > * CurrentRotation,
UE::Math::TRotator< double > * NewRotation,
UE::Math::TRotator< double > * DeltaRot,
float DeltaTime )
inline

Definition at line 12085 of file Actor.h.

◆ UpdateNewYawRotation()

void UCharacterMovementComponent::UpdateNewYawRotation ( UE::Math::TRotator< double > * DesiredRotation,
UE::Math::TRotator< double > * CurrentRotation,
UE::Math::TRotator< double > * NewRotation,
UE::Math::TRotator< double > * DeltaRot,
float DeltaTime )
inline

Definition at line 12084 of file Actor.h.

◆ UpdateProxyAcceleration()

void UCharacterMovementComponent::UpdateProxyAcceleration ( )
inline

Definition at line 12092 of file Actor.h.

◆ VerifyClientTimeStamp()

bool UCharacterMovementComponent::VerifyClientTimeStamp ( float TimeStamp,
FNetworkPredictionData_Server_Character * ServerData )
inline

Definition at line 12134 of file Actor.h.


The documentation for this struct was generated from the following file: