Actions
Add Force |
Add force to character. Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame. If you want an instantaneous force, use AddImpulse. Adding a force always takes the actor's mass into account. Note that changing the momentum of characters like this can change the movement mode. Target is Character Movement Component |
Add Impulse |
Add impulse to character. Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate. An impulse is an instantaneous force, usually applied once. If you want to continually apply forces each frame, use AddForce(). Note that changing the momentum of characters like this can change the movement mode. Target is Character Movement Component |
Calc Velocity |
Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. Does not apply gravity. This is used internally during movement updates. Normally you don't need to call this from outside code, but you might want to use it for custom movement modes. Target is Character Movement Component |
Clear Accumulated Forces |
Clears forces accumulated through AddImpulse() and AddForce(), and also pending launch velocity. Target is Character Movement Component |
ComputeFloorDistance |
Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. This function does not care if collision is disabled on the capsule (unlike FindFloor). Target is Character Movement Component |
Disable Movement |
Make movement impossible (sets movement mode to MOVE_None). Target is Character Movement Component |
FindFloor |
Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch if ShouldComputePerchResult() returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule! Target is Character Movement Component |
Get Analog Input Modifier |
Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement. Target is Character Movement Component |
Get Character Owner |
Get the Character that owns UpdatedComponent. Target is Character Movement Component |
Get Current Acceleration |
Returns current acceleration, computed from input vector each update. Target is Character Movement Component |
Get Imparted Movement Base Velocity |
If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ. Target is Character Movement Component |
Get Last Update Location |
Returns the location at the end of the last tick. Target is Character Movement Component |
Get Last Update Rotation |
Returns the rotation at the end of the last tick. Target is Character Movement Component |
Get Last Update Velocity |
Returns the velocity at the end of the last tick. Target is Character Movement Component |
Get Max Acceleration |
Returns maximum acceleration for the current state. Target is Character Movement Component |
Get Max Braking Deceleration |
Returns maximum deceleration for the current state when braking (ie when there is no acceleration). Target is Character Movement Component |
Get Max Jump Height |
Compute the max jump height based on the JumpZVelocity velocity and gravity. This does not take into account the CharacterOwner's MaxJumpHoldTime. Target is Character Movement Component |
Get Max Jump Height with Jump Time |
Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime. Target is Character Movement Component |
Get Min Analog Speed |
Returns maximum acceleration for the current state. Target is Character Movement Component |
Get Movement Base |
Return PrimitiveComponent we are based on (standing and walking on). Target is Character Movement Component |
Get Perch Radius Threshold |
Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface. Target is Character Movement Component |
Get Valid Perch Radius |
Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). Simply computed as the capsule radius minus the result of GetPerchRadiusThreshold(). Target is Character Movement Component |
GetWalkableFloorAngle |
Get the max angle in degrees of a walkable surface for the character. Target is Character Movement Component |
GetWalkableFloorZ |
Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable. Target is Character Movement Component |
Is Walkable |
Return true if the hit result should be considered a walkable surface for the character. Target is Character Movement Component |
Is Walking |
Returns true if the character is in the 'Walking' movement mode. Target is Character Movement Component |
Set Avoidance Enabled |
Change avoidance state and registers in RVO manager if needed Target is Character Movement Component |
Set Avoidance Group Mask |
Set Avoidance Group Mask Target is Character Movement Component |
Set Groups to Avoid Mask |
Set Groups to Avoid Mask Target is Character Movement Component |
Set Groups to Ignore Mask |
Set Groups to Ignore Mask Target is Character Movement Component |
Set Movement Mode |
Change movement mode. Target is Character Movement Component |
Set Walkable Floor Angle |
Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ. Target is Character Movement Component |
Set Walkable Floor Z |
Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle. Target is Character Movement Component |