5#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
11#include "InterpToMovementComponent.generated.h"
37 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=
Location, meta=(MakeEditWidget=
true))
42 bool bPositionIsRelative;
47 bPositionIsRelative =
true;
77 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Control,meta=(UIMin=0.1f, ClampMin=0.1f))
98 bool bCheckIfStillInWorld =
true;
107 uint32 bForceSubStepping:1;
136 ENGINE_API virtual void StopMovementImmediately()
override;
146 UFUNCTION(BlueprintCallable, Category=
"Game|Components|InterpToMovement")
149 bool HasStoppedSimulation() {
return UpdatedComponent ==
NULL; }
161 ENGINE_API float GetSimulationTimeStep(
float RemainingTime,
int32 Iterations)
const;
169 ENGINE_API virtual bool ShouldUseSubStepping()
const;
178 UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ClampMin=
"0.0166", ClampMax=
"0.50", UIMin=
"0.0166", UIMax=
"0.50"), Category=
Simulation)
179 float MaxSimulationTimeStep;
185 float SpeedMultiplier;
194 UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(ClampMin=
"1", ClampMax=
"25", UIMin=
"1", UIMax=
"25"), Category=
Simulation)
195 int32 MaxSimulationIterations;
198 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Control)
202 UFUNCTION(BlueprintCallable, Category =
"Control")
203 ENGINE_API virtual void AddControlPointPosition(
FVector Pos,
bool bPositionIsRelative =
true);
206 UFUNCTION(BlueprintCallable, Category =
"Control")
207 ENGINE_API void RestartMovement(
float InitialDirection = 1.0f);
210 UFUNCTION(BlueprintCallable, Category =
"Control")
214 UFUNCTION(BlueprintCallable, Category =
"Control")
268 bool bPointsFinalized;
#define NULL
Definition oodle2base.h:134
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(DelegateName, Param1Type, Param1Name, Param2Type, Param2Name)
Definition DelegateCombinations.h:62
ELevelTick
Definition EngineBaseTypes.h:70
ETeleportType
Definition EngineTypes.h:2401
EInterpToBehaviourType
Definition InterpToMovementComponent.h:20
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
#define UENUM(...)
Definition ObjectMacros.h:749
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
Definition InterpToMovementComponent.h:67
static ENGINE_API const float MIN_TICK_TIME
Definition InterpToMovementComponent.h:256
bool bContainsActorControlPoints
Definition InterpToMovementComponent.h:253
float TimeMultiplier
Definition InterpToMovementComponent.h:241
bool bIsWaiting
Definition InterpToMovementComponent.h:247
bool bStopped
Definition InterpToMovementComponent.h:250
float CurrentDirection
Definition InterpToMovementComponent.h:244
float CurrentTime
Definition InterpToMovementComponent.h:238
Definition MovementComponent.h:71
Definition EngineBaseTypes.h:571
Definition HitResult.h:21
FVector_NetQuantize Location
Definition HitResult.h:45
Definition InterpToMovementComponent.h:33
FInterpControlPoint(FVector InPosition, bool bIsRelative)
Definition InterpToMovementComponent.h:49
float DistanceToNext
Definition InterpToMovementComponent.h:56
float StartTime
Definition InterpToMovementComponent.h:55
float Percentage
Definition InterpToMovementComponent.h:57
Definition UnrealType.h:6865
static CORE_API const TVector< double > ZeroVector
Definition Vector.h:79