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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <CharacterMovementComponent.h>
Inheritance diagram for FSavedMove_Character:Public Types | |
| enum | EPostUpdateMode { PostUpdate_Record , PostUpdate_Replay } |
| enum | CompressedFlags { FLAG_JumpPressed = 0x01 , FLAG_WantsToCrouch = 0x02 , FLAG_Reserved_1 = 0x04 , FLAG_Reserved_2 = 0x08 , FLAG_Custom_0 = 0x10 , FLAG_Custom_1 = 0x20 , FLAG_Custom_2 = 0x40 , FLAG_Custom_3 = 0x80 } |
FSavedMove_Character represents a saved move on the client that has been sent to the server and might need to be played back.
| FSavedMove_Character::FSavedMove_Character | ( | ) |
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virtual |
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inlinedefault |
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inlinedefault |
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virtual |
Allows references to be considered during GC
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virtual |
Returns true if this move can be combined with NewMove for replication without changing any behavior
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virtual |
Clear saved move properties, so it can be re-used.
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virtual |
Combine this move with an older move and update relevant state.
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virtual |
Returns a byte containing encoded special movement information (jumping, crouching, etc.)
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virtual |
Packs control rotation for network transport
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virtual |
Returns starting position if we were to revert the move, either absolute StartLocation, or StartRelativeLocation offset from MovementBase's current location (since we want to try to move forward at this time).
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virtual |
Returns true if this move is an "important" move that should be sent again if not acked by the server
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virtual |
Compare current control rotation with stored starting data
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inlinedefault |
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inlinedefault |
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virtual |
Set the properties describing the final position, etc. of the moved pawn.
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virtual |
Called before ClientUpdatePosition uses this SavedMove to make a predictive correction
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virtual |
Set the properties describing the position, etc. of the moved pawn at the start of the move.
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virtual |
Called to set up this saved move (when initially created) to make a predictive correction.
| float FSavedMove_Character::AccelDotThreshold |
Threshold for deciding this is an "important" move based on DP with last acked acceleration.
| float FSavedMove_Character::AccelDotThresholdCombine |
Threshold for deciding if we can combine two moves, true if cosine of angle between them is <= this.
| FVector FSavedMove_Character::Acceleration |
| float FSavedMove_Character::AccelMag |
| float FSavedMove_Character::AccelMagThreshold |
Threshold for deciding is this is an important move because acceleration magnitude has changed too much
| FVector FSavedMove_Character::AccelNormal |
| uint8 FSavedMove_Character::bForceMaxAccel |
| uint8 FSavedMove_Character::bForceNoCombine |
If true, can't combine this move with another move.
| uint8 FSavedMove_Character::bOldTimeStampBeforeReset |
If true this move is using an old TimeStamp, before a reset occurred.
| uint8 FSavedMove_Character::bPressedJump |
| uint8 FSavedMove_Character::bWantsToCrouch |
| uint8 FSavedMove_Character::bWasJumping |
| ACharacter* FSavedMove_Character::CharacterOwner |
| float FSavedMove_Character::CustomTimeDilation |
| float FSavedMove_Character::DeltaTime |
| uint32 FSavedMove_Character::EndActorOverlapCounter |
| TWeakObjectPtr<USceneComponent> FSavedMove_Character::EndAttachParent |
| FVector FSavedMove_Character::EndAttachRelativeLocation |
| FRotator FSavedMove_Character::EndAttachRelativeRotation |
| FName FSavedMove_Character::EndAttachSocketName |
| TWeakObjectPtr<UPrimitiveComponent> FSavedMove_Character::EndBase |
| FName FSavedMove_Character::EndBoneName |
| uint32 FSavedMove_Character::EndComponentOverlapCounter |
| uint8 FSavedMove_Character::EndPackedMovementMode |
| int32 FSavedMove_Character::JumpCurrentCount |
| float FSavedMove_Character::JumpForceTimeRemaining |
| float FSavedMove_Character::JumpKeyHoldTime |
| int32 FSavedMove_Character::JumpMaxCount |
| float FSavedMove_Character::MaxSpeed |
| float FSavedMove_Character::MaxSpeedThresholdCombine |
Client saved moves will not combine if the result of GetMaxSpeed() differs by this much between moves.
| uint8 FSavedMove_Character::MovementMode |
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mutable |
| FRootMotionMovementParams FSavedMove_Character::RootMotionMovement |
| float FSavedMove_Character::RootMotionPlayRateWithScale |
| float FSavedMove_Character::RootMotionPreviousTrackPosition |
| float FSavedMove_Character::RootMotionTrackPosition |
| FRotator FSavedMove_Character::SavedControlRotation |
| FVector FSavedMove_Character::SavedLocation |
| FVector FSavedMove_Character::SavedRelativeAcceleration |
| FVector FSavedMove_Character::SavedRelativeLocation |
| FRootMotionSourceGroup FSavedMove_Character::SavedRootMotion |
| FRotator FSavedMove_Character::SavedRotation |
| FVector FSavedMove_Character::SavedVelocity |
| uint32 FSavedMove_Character::StartActorOverlapCounter |
| TWeakObjectPtr<USceneComponent> FSavedMove_Character::StartAttachParent |
| FVector FSavedMove_Character::StartAttachRelativeLocation |
| FRotator FSavedMove_Character::StartAttachRelativeRotation |
| FName FSavedMove_Character::StartAttachSocketName |
| TWeakObjectPtr<UPrimitiveComponent> FSavedMove_Character::StartBase |
| FQuat FSavedMove_Character::StartBaseRotation |
| FName FSavedMove_Character::StartBoneName |
| float FSavedMove_Character::StartCapsuleHalfHeight |
| float FSavedMove_Character::StartCapsuleRadius |
| uint32 FSavedMove_Character::StartComponentOverlapCounter |
| FRotator FSavedMove_Character::StartControlRotation |
| FFindFloorResult FSavedMove_Character::StartFloor |
| FVector FSavedMove_Character::StartLocation |
| uint8 FSavedMove_Character::StartPackedMovementMode |
| FVector FSavedMove_Character::StartRelativeLocation |
| FRotator FSavedMove_Character::StartRotation |
| FVector FSavedMove_Character::StartVelocity |
| float FSavedMove_Character::TimeStamp |