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
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Exec
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Target
Character Movement Component Object Reference
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Delta Time
Float
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time elapsed since last frame. |
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Friction
Float
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coefficient of friction when not accelerating, or in the direction opposite acceleration. |
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Fluid
Boolean
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true if moving through a fluid, causing Friction to always be applied regardless of acceleration. |
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Braking Deceleration
Float
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deceleration applied when not accelerating, or when exceeding max velocity. |
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Out
Exec
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