UBaseMovementComponent

Base component for movement.

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

NetworkPredictionExtras

Header

/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/BaseMovementComponent.h

Include

#include "BaseMovementComponent.h"

Syntax

UCLASS(Abstract)
class UBaseMovementComponent : public UNetworkPredictionComponent

Remarks

Base component for movement. This essentially has the generic glue for selecting an UpdatedComponent and moving it along the world It is abstract in that you still need to define which simulation the component runs (via ::InstantiateNetworkedSimulation)

Variables

Constructors

Name Description

Public function

UBaseMovementComponent()

Functions

Name Description

Public function Const

UPrimitiveCo...

 

GetPhysicsPrimitiveComponent()

Used by NetworkPrediction driver for physics interpolation case.

Public function Virtual UFunction

void

 

OnBeginOverlap

(
    UPrimitiveComponent* Overlappe...,
    AActor* Other,
    UPrimitiveComponent* OtherComp,
    int32 OtherBodyIndex,
    bool bFromSweep,
    const FHitResult& SweepResult
)

Callbacks.

Protected function Virtual UFunction

void

 

PhysicsVolumeChanged

(
    APhysicsVolume* NewVolume
)

Protected function Virtual

void

 

SetUpdatedComponent

(
    USceneComponent* NewUpdatedCom...
)

Basic "Update Component/Ticking".

Protected function Virtual

void

 

UpdateTickRegistration()

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

InitializeComponent()

Initializes the component.

Public function Virtual

void

 

OnRegister()

Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

Public function Virtual

void

 

RegisterComponentTickFunctions

(
    bool bRegister
)

Virtual call chain to register all tick functions