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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Character.h>
Public Member Functions | |
| bool | HasRelativeLocation () const |
| bool | HasRelativeRotation () const |
| bool | IsBaseUnresolved () const |
Public Attributes | |
| uint16 | BaseID = 0 |
| uint8 | bServerHasBaseComponent:1 = false |
| uint8 | bRelativeRotation:1 = false |
| uint8 | bServerHasVelocity:1 = false |
| FName | BoneName |
| TObjectPtr< UPrimitiveComponent > | MovementBase = nullptr |
| FVector_NetQuantize100 | Location |
| FRotator | Rotation = FRotator(0.f) |
Struct to hold information about the "base" object the character is standing on.
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inline |
Is location relative?
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inline |
Is rotation relative or absolute? It can only be relative if location is also relative.
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inline |
Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in).
| uint16 FBasedMovementInfo::BaseID = 0 |
Unique (within a reasonable timespan) ID of the base component. Can be used to detect changes in the base when the pointer can't replicate, eg during fast shared replication.
| FName FBasedMovementInfo::BoneName |
Bone name on component, for skeletal meshes. NAME_None if not a skeletal mesh or if bone is invalid.
| uint8 FBasedMovementInfo::bRelativeRotation |
Whether rotation is relative to the base or absolute. It can only be relative if location is also relative.
| uint8 FBasedMovementInfo::bServerHasBaseComponent |
Whether the server says that there is a base. On clients, the component may not have resolved yet.
| uint8 FBasedMovementInfo::bServerHasVelocity |
Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero.
| FVector_NetQuantize100 FBasedMovementInfo::Location |
Location relative to MovementBase. Only valid if HasRelativeLocation() is true.
| TObjectPtr<UPrimitiveComponent> FBasedMovementInfo::MovementBase = nullptr |
Component we are based on
Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise.