Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/PawnMovementComponent.h |
Include |
#include "GameFramework/PawnMovementComponent.h" |
class UPawnMovementComponent : public UNavMovementComponent
PawnMovementComponent can be used to update movement for an associated Pawn. It also provides ways to accumulate and read directional input in a generic way (with AddInputVector(), ConsumeInputVector(), etc).
Name | Description | ||
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TObjectPtr< cla... |
PawnOwner |
Pawn that owns this component. |
Name | Description | ||
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void |
AddInputVector ( |
Adds the given vector to the accumulated input in world space. |
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void |
ApplyAsyncPhysicsStateAction ( |
Apply the async physics state action onto the solver |
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FVector |
ConsumeInputVector() |
Returns the pending input vector and resets it to zero. |
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AController ... |
GetController() |
Returns this component's associated controller, typically from the owning Pawn. |
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FVector |
GetLastInputVector() |
Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent. |
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APawn * |
GetPawnOwner() |
Return the Pawn that owns UpdatedComponent. |
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FVector |
GetPendingInputVector() |
Return the pending input vector in world space. |
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bool |
IsMoveInputIgnored() |
Helper to see if move input is ignored. |
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void |
MarkForClientCameraUpdate() |
Attempts to mark the PlayerCameraManager as dirty, if the controller has one. |
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void |
NotifyBumpedPawn ( |
Notify of collision in case we want to react, such as waking up avoidance or pathing code. |
Name | Description | ||
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void |
RequestPathMove ( |
UNavMovementComponent override for input operations. |
Name | Description | ||
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void |
OnTeleported() |
Called by owning Actor upon successful teleport from AActor::TeleportTo(). |
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void |
SetUpdatedComponent ( |
Overridden to only allow registration with components owned by a Pawn. |