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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/NavMovementComponent.h |
Include |
#include "GameFramework/NavMovementComponent.h" |
class UNavMovementComponent : public UMovementComponent
NavMovementComponent defines base functionality for MovementComponents that move any 'agent' that may be involved in AI pathfinding.
Name | Description | ||
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uint8: 1 |
bStopMovementAbortPaths |
If set, StopActiveMovement call will abort current path following request |
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uint8: 1 |
bUpdateNavAgentWithOwnersCollision |
If set to true NavAgentProps' radius and height will be updated with Owner's collision capsule size |
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uint8: 1 |
bUseAccelerationForPaths |
If set, pathfollowing will control character movement via acceleration values. |
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uint8: 1 |
bUseFixedBrakingDistanceForPaths |
If set, FixedPathBrakingDistance will be used for path following deceleration |
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float |
FixedPathBrakingDistance |
Braking distance override used with acceleration driven path following (bUseAccelerationForPaths) |
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MovementState |
Expresses runtime state of character's movement. |
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NavAgentProps |
Properties that define how the component can move. |
Name | Description | |
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UNavMovementComponent ( |
Name | Description | ||
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CanEverCrouch() |
Returns true if component can crouch |
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CanEverFly() |
Returns true if component can fly |
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CanEverJump() |
Returns true if component can jump |
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CanEverMoveOnGround() |
Returns true if component can move along the ground (walk, drive, etc) |
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CanEverSwim() |
Returns true if component can swim |
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CanStartPathFollowing() |
Returns true if path following can start |
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CanStopPathFollowing() |
Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop) |
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ClearFixedBrakingDistance() |
Clears fixed braking distance |
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GetActorFeetLocation() |
Returns location of controlled actor's "feet" meaning center of bottom of collision bounding box |
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FBasedPositi... |
GetActorFeetLocationBased() |
Returns based location of controlled actor |
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GetActorLocation() |
Returns location of controlled actor - meaning center of collision bounding box |
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GetActorNavLocation() |
Returns navigation location of controlled actor |
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GetActorTransform() |
Returns the full world-coordinates transform of the associated scene component (the UpdatedComponent) |
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FNavAgentPro... |
GetNavAgentPropertiesRef() |
Returns the NavAgentProps |
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const FNavAg... |
GetNavAgentPropertiesRef() |
Returns the NavAgentProps(const) |
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const IPathF... |
GetPathFollowingAgent() |
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IPathFollowi... |
GetPathFollowingAgent() |
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float |
GetPathFollowingBrakingDistance ( |
Returns braking distance for acceleration driven path following |
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IsCrouching() |
Returns true if currently crouching |
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IsFalling() |
Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground) |
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IsFlying() |
Returns true if currently flying (moving through a non-fluid volume without resting on the ground) |
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IsJumpAllowed() |
Returns true if component is allowed to jump |
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IsMovingOnGround() |
Returns true if currently moving on the ground (e.g. walking or driving) |
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IsSwimming() |
Returns true if currently swimming (moving through a fluid volume) |
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RequestDirectMove |
Path following: request new velocity |
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RequestPathMove ( |
Path following: request new move input (normal vector = full strength) |
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ResetMoveState() |
Resets runtime movement state to character's movement capabilities |
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SetFixedBrakingDistance ( |
Set fixed braking distance |
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SetJumpAllowed ( |
Sets whether this component is allowed to jump |
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SetPathFollowingAgent ( |
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SetUpdateNavAgentWithOwnersCollisions ( |
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ShouldUpdateNavAgentWithOwnersCollision() |
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StopActiveMovement() |
Stops applying further movement (usually zeros acceleration). |
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StopMovementKeepPathing() |
Stops movement immediately (reset velocity) but keeps following current path |
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UpdateNavAgent ( |
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UpdateNavAgent ( |
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UseAccelerationForPathFollowing() |
Name | Description | ||
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StopMovementImmediately() |
Overridden to also call StopActiveMovement(). |