| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Components/InterpToMovementComponent.h |
Include |
#include "Components/InterpToMovementComponent.h" |
class UInterpToMovementComponent : public UMovementComponent
Move the root component between a series of points over a given time *
Name | Description | ||
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bCheckIfStillInWorld |
Do we want this comp to perform CheckStillInWorld checks? |
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bContainsActorControlPoints |
Are there any actor control points in use |
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BehaviourType |
Movement behaviour of the component |
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uint32: 1 |
bForceSubStepping |
If true, forces sub-stepping to break up movement into discrete smaller steps to improve accuracy of the trajectory. |
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bIsWaiting |
Have we hit something and are waiting for it to move to carry on moving |
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uint32: 1 |
bPauseOnImpact |
If true, will pause movement on impact. |
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bStopped |
Have we stopped (because we hit something, or reached the end of the cycle |
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bSweep |
If true, will sweep for blocking collision during movement. |
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ControlPoints |
List of control points to visit. |
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float |
CurrentDirection |
Current direction along spline timeline |
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float |
CurrentTime |
Current position on spline |
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float |
Duration |
How long to take to move from the first point to the last (or vice versa) |
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MaxSimulationIterations |
Max number of iterations used for each discrete simulation step. |
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float |
MaxSimulationTimeStep |
Max time delta for each discrete simulation step. |
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OnInterpToReverse |
Called when InterpTo impacts something and reverse is enabled. |
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OnInterpToStop |
Called when InterpTo has come to a stop. |
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OnResetDelegate |
Called when InterpTo reached the end and reset back to start . |
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OnWaitBeginDelegate |
Called when InterpTo has come to a stop but will resume when possible. |
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OnWaitEndDelegate |
Called when InterpTo has resumed following a stop. |
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TeleportType |
Physics teleport type. |
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float |
TimeMultiplier |
User to |
Name | Description | |
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UInterpToMovementComponent ( |
Name | Description | ||
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AddControlPointPosition |
Add a control point that represents a position. |
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float |
CalculateNewTime ( |
Calculate the new current time |
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CheckStillInWorld() |
This will check to see if the InterpTo is still in the world. |
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ComputeMoveDelta ( |
Compute the distance for the given time. |
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FinaliseControlPoints() |
Initialise the control points array. |
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float |
GetSimulationTimeStep ( |
Compute remaining time step given remaining time and current iterations. |
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HandleHitWall ( |
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HasStoppedSimulation() |
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ResetControlPoints() |
Clear the control points array and set to stopped. |
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RestartMovement ( |
Reset to start. Sets time to zero and direction to 1. |
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ReverseDirection ( |
Reverse direction we are moving |
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ShouldUseSubStepping() |
Determine whether or not to use substepping in the InterpTo motion update. |
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StopSimulating ( |
Clears the reference to UpdatedComponent, fires stop event, and stops ticking. |
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UpdateControlPoints ( |
Update the control points. |
Name | Description | ||
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HandleImpact ( |
Deal with an impact. Change direction, stop etc depending on the current behaviour setting. |
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StopMovementImmediately() |
Stops movement immediately (zeroes velocity, usually zeros acceleration for components with acceleration). |
Name | Description | ||
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ApplyWorldOffset |
Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location |
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BeginPlay() |
Begins Play for the component. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
Name |
Description |
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MIN_TICK_TIME |
Minimum delta time considered when ticking. |