Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/FloatingPawnMovement.h |
Include |
#include "GameFramework/FloatingPawnMovement.h" |
class UFloatingPawnMovement : public UPawnMovementComponent
Movement component updates position of associated PrimitiveComponent during its tick FloatingPawnMovement is a movement component that provides simple movement for any Pawn class. Limits on speed and acceleration are provided, while gravity is not implemented.
Normally the root component of the owning actor is moved, however another component may be selected (see SetUpdatedComponent()). During swept (non-teleporting) movement only collision of UpdatedComponent is considered, attached components will teleport to the end location ignoring collision.
Name | Description | ||
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float |
Acceleration |
Acceleration applied by input (rate of change of velocity) |
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uint32: 1 |
bPositionCorrected |
Set to true when a position correction is applied. |
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float |
Deceleration |
Deceleration applied when there is no input (rate of change of velocity) |
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float |
MaxSpeed |
Maximum velocity magnitude allowed for the controlled Pawn. |
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float |
TurningBoost |
Setting affecting extra force applied when changing direction, making turns have less drift and become more responsive. |
Name | Description | |
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UFloatingPawnMovement ( |
Name | Description | ||
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void |
ApplyControlInputToVelocity ( |
Update Velocity based on input. Also applies gravity. |
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bool |
LimitWorldBounds() |
Prevent Pawn from leaving the world bounds (if that restriction is enabled in WorldSettings) |
Name | Description | ||
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float |
GetMaxSpeed() |
Returns maximum speed of component in current movement mode. |
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bool |
ResolvePenetrationImpl ( |
Name | Description | ||
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void |
TickComponent ( |
Function called every frame on this ActorComponent. |