FBasedMovementInfo

Struct to hold information about the "base" object the character is standing on.

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h

Include

#include "GameFramework/Character.h"

Syntax

struct FBasedMovementInfo

Remarks

Struct to hold information about the "base" object the character is standing on.

Variables

Name Description

Public variable

FName

 

BoneName

Bone name on component, for skeletal meshes.

Public variable

bool

 

bRelativeRotation

Whether rotation is relative to the base or absolute.

Public variable

bool

 

bServerHasBaseComponent

Whether the server says that there is a base. On clients, the component may not have resolved yet.

Public variable

bool

 

bServerHasVelocity

Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero.

Public variable

FVector_NetQuan...

 

Location

Location relative to MovementBase.

Public variable

TObjectPtr< UPr...

 

MovementBase

Component we are based on

Public variable

FRotator

 

Rotation

Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise.

Functions

Name Description

Public function Const

bool

 

HasRelativeLocation()

Is location relative?

Public function Const

bool

 

HasRelativeRotation()

Is rotation relative or absolute? It can only be relative if location is also relative.

Public function Const

bool

 

IsBaseUnresolved()

Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in).