Add movement input along the given world direction vector (usually normalized) scaled by 'ScaleValue'. If ScaleValue < 0, movement will be in the opposite direction. Base Pawn classes won't automatically apply movement, it's up to the user to do so in a Tick event. Subclasses such as Character and DefaultPawn automatically handle this input and move.
Target is Pawn
X0
Y 0
Z 0
1.000000
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In
Exec
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Target
Pawn Object Reference
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World Direction
Vector
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Direction in world space to apply input |
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Scale Value
Float
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Scale to apply to input. This can be used for analog input, ie a value of 0.5 applies half the normal value, while -1.0 would reverse the direction. |
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Force
Boolean
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If true always add the input, ignoring the result of IsMoveInputIgnored(). |
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Out
Exec
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