#include <CharacterMovementComponentAsync.h>
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| virtual | ~FCharacterAsyncInput () |
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| virtual ENGINE_API void | FaceRotation (FRotator NewControlRotation, float DeltaTime, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const |
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| virtual ENGINE_API void | CheckJumpInput (float DeltaSeconds, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const |
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| virtual ENGINE_API void | ClearJumpInput (float DeltaSeconds, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const |
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| virtual ENGINE_API bool | CanJump (const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const |
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| virtual ENGINE_API void | ResetJumpState (const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const |
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| virtual ENGINE_API void | OnMovementModeChanged (EMovementMode PrevMovementMode, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output, uint8 PreviousCustomMode=0) |
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◆ ~FCharacterAsyncInput()
| virtual FCharacterAsyncInput::~FCharacterAsyncInput |
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inlinevirtual |
◆ CanJump()
◆ CheckJumpInput()
◆ ClearJumpInput()
◆ FaceRotation()
◆ OnMovementModeChanged()
◆ ResetJumpState()
◆ 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: