Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Components/SceneComponent.h |
Include |
#include "Components/SceneComponent.h" |
Source |
/Engine/Source/Runtime/Engine/Private/Components/SceneComponent.cpp |
bool MoveComponent
(
const FVector & Delta,
const FRotator & NewRotation,
bool bSweep,
FHitResult * Hit,
EMoveComponentFlags MoveFlags,
ETeleportType Teleport
)
Tries to move the component by a movement vector (Delta) and sets rotation to NewRotation. Assumes that the component's current location is valid and that the component does fit in its current Location. Dispatches blocking hit notifications (if bSweep is true), and calls UpdateOverlaps() after movement to update overlap state.
This simply calls the virtual MoveComponentImpl() which can be overridden to implement custom behavior.
The overload taking rotation as an FQuat is slightly faster than the version using FRotator (which will be converted to an FQuat)..
True if some movement occurred, false if no movement occurred.
Parameter |
Description |
---|---|
Delta |
The desired location change in world space. |
NewRotation |
The new desired rotation in world space. |
bSweep |
Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collision, child components move without sweeping. If collision is off, this has no effect. |
Teleport |
Whether we teleport the physics state (if physics collision is enabled for this object). If TeleportPhysics, physics velocity for this object is unchanged (so ragdoll parts are not affected by change in location). If None, physics velocity is updated based on the change in position (affecting ragdoll parts). If CCD is on and not teleporting, this will affect objects along the entire swept volume. |
Hit |
Optional output describing the blocking hit that stopped the move, if any. |
MoveFlags |
Flags controlling behavior of the move. |
Teleport |
Determines whether to teleport the physics body or not. Teleporting will maintain constant velocity and avoid collisions along the path |