UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBasedMovementInfo Struct Reference

#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)
 

Detailed Description

Struct to hold information about the "base" object the character is standing on.

Member Function Documentation

◆ HasRelativeLocation()

bool FBasedMovementInfo::HasRelativeLocation ( ) const
inline

Is location relative?

◆ HasRelativeRotation()

bool FBasedMovementInfo::HasRelativeRotation ( ) const
inline

Is rotation relative or absolute? It can only be relative if location is also relative.

◆ IsBaseUnresolved()

bool FBasedMovementInfo::IsBaseUnresolved ( ) const
inline

Return true if the client should have MovementBase, but it hasn't replicated (possibly component has not streamed in).

Member Data Documentation

◆ BaseID

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.

◆ BoneName

FName FBasedMovementInfo::BoneName

Bone name on component, for skeletal meshes. NAME_None if not a skeletal mesh or if bone is invalid.

◆ bRelativeRotation

uint8 FBasedMovementInfo::bRelativeRotation

Whether rotation is relative to the base or absolute. It can only be relative if location is also relative.

◆ bServerHasBaseComponent

uint8 FBasedMovementInfo::bServerHasBaseComponent

Whether the server says that there is a base. On clients, the component may not have resolved yet.

◆ bServerHasVelocity

uint8 FBasedMovementInfo::bServerHasVelocity

Whether there is a velocity on the server. Used for forcing replication when velocity goes to zero.

◆ Location

FVector_NetQuantize100 FBasedMovementInfo::Location

Location relative to MovementBase. Only valid if HasRelativeLocation() is true.

◆ MovementBase

TObjectPtr<UPrimitiveComponent> FBasedMovementInfo::MovementBase = nullptr

Component we are based on

◆ Rotation

FRotator FBasedMovementInfo::Rotation = FRotator(0.f)

Rotation: relative to MovementBase if HasRelativeRotation() is true, absolute otherwise.


The documentation for this struct was generated from the following file: