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

#include <CharacterMovementComponentAsync.h>

Public Member Functions

virtual ~FCharacterAsyncInput ()
 
virtual ENGINE_API void FaceRotation (FRotator NewControlRotation, float DeltaTime, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void CheckJumpInput (float DeltaSeconds, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ClearJumpInput (float DeltaSeconds, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CanJump (const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ResetJumpState (const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void OnMovementModeChanged (EMovementMode PrevMovementMode, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output, uint8 PreviousCustomMode=0)
 

Public Attributes

float JumpMaxHoldTime
 
int32 JumpMaxCount
 
ENetRole LocalRole
 
ENetRole RemoteRole
 
bool bIsLocallyControlled
 
bool bIsPlayingNetworkedRootMontage
 
bool bUseControllerRotationPitch
 
bool bUseControllerRotationYaw
 
bool bUseControllerRotationRoll
 
FRotator ControllerDesiredRotation
 

Constructor & Destructor Documentation

◆ ~FCharacterAsyncInput()

virtual FCharacterAsyncInput::~FCharacterAsyncInput ( )
inlinevirtual

Member Function Documentation

◆ CanJump()

bool FCharacterAsyncInput::CanJump ( const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ CheckJumpInput()

void FCharacterAsyncInput::CheckJumpInput ( float  DeltaSeconds,
const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ClearJumpInput()

void FCharacterAsyncInput::ClearJumpInput ( float  DeltaSeconds,
const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ FaceRotation()

void FCharacterAsyncInput::FaceRotation ( FRotator  NewControlRotation,
float  DeltaTime,
const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ OnMovementModeChanged()

void FCharacterAsyncInput::OnMovementModeChanged ( EMovementMode  PrevMovementMode,
const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output,
uint8  PreviousCustomMode = 0 
)
virtual

◆ ResetJumpState()

void FCharacterAsyncInput::ResetJumpState ( const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

Member Data Documentation

◆ bIsLocallyControlled

bool FCharacterAsyncInput::bIsLocallyControlled

◆ bIsPlayingNetworkedRootMontage

bool FCharacterAsyncInput::bIsPlayingNetworkedRootMontage

◆ bUseControllerRotationPitch

bool FCharacterAsyncInput::bUseControllerRotationPitch

◆ bUseControllerRotationRoll

bool FCharacterAsyncInput::bUseControllerRotationRoll

◆ bUseControllerRotationYaw

bool FCharacterAsyncInput::bUseControllerRotationYaw

◆ ControllerDesiredRotation

FRotator FCharacterAsyncInput::ControllerDesiredRotation

◆ JumpMaxCount

int32 FCharacterAsyncInput::JumpMaxCount

◆ JumpMaxHoldTime

float FCharacterAsyncInput::JumpMaxHoldTime

◆ LocalRole

ENetRole FCharacterAsyncInput::LocalRole

◆ RemoteRole

ENetRole FCharacterAsyncInput::RemoteRole

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