Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h |
Include |
#include "GameFramework/Character.h" |
struct FBasedMovementInfo
Struct to hold information about the "base" object the character is standing on.
Name | Description | ||
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BoneName |
Bone name on component, for skeletal meshes. |
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bRelativeRotation |
Whether rotation is relative to the base or absolute. |
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bServerHasBaseComponent |
Whether the server says that there is a base. On clients, the component may not have resolved yet. |
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bServerHasVelocity |
Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero. |
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Location |
Location relative to MovementBase. |
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MovementBase |
Component we are based on |
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Rotation |
Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise. |
Name | Description | ||
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HasRelativeLocation() |
Is location relative? |
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HasRelativeRotation() |
Is rotation relative or absolute? It can only be relative if location is also relative. |
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IsBaseUnresolved() |
Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in). |