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

#include <CharacterMovementComponentAsync.h>

+ Inheritance diagram for FCharacterMovementComponentAsyncInput:

Public Types

using FCharacterInput = FCharacterAsyncInput
 
using FUpdatedComponentInput = FUpdatedComponentAsyncInput
 

Public Member Functions

virtual ~FCharacterMovementComponentAsyncInput ()
 
template<typename FCharacterInput , typename FUpdatedComponentInput >
void Initialize ()
 
void Reset ()
 
void UpdateAsyncStateFromGTInputs_Internal () const
 
ENGINE_API void Simulate (const float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ControlledCharacterMove (const float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void PerformMovement (float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void MaybeUpdateBasedMovement (float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void UpdateBasedMovement (float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void StartNewPhysics (float deltaTime, int32 Iterations, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void PhysWalking (float deltaTime, int32 Iterations, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void PhysFalling (float deltaTime, int32 Iterations, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void PhysicsRotation (float DeltaTime, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void MoveAlongFloor (const FVector &InVelocity, float DeltaSeconds, FStepDownResult *OutStepDownResult, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector ComputeGroundMovementDelta (const FVector &Delta, const FHitResult &RampHit, const bool bHitFromLineTrace, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CanCrouchInCurrentState (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector ConstrainInputAcceleration (FVector InputAcceleration, const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector ScaleInputAcceleration (FVector InputAcceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API float ComputeAnalogInputModifier (FVector Acceleration) const
 
virtual ENGINE_API FVector ConstrainLocationToPlane (FVector Location) const
 
virtual ENGINE_API FVector ConstrainDirectionToPlane (FVector Direction) const
 
virtual ENGINE_API FVector ConstrainNormalToPlane (FVector Normal) const
 
virtual ENGINE_API void MaintainHorizontalGroundVelocity (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool MoveUpdatedComponent (const FVector &Delta, const FQuat &NewRotation, bool bSweep, FCharacterMovementComponentAsyncOutput &Output, FHitResult *OutHitResult=nullptr, ETeleportType TeleportType=ETeleportType::None) const
 
virtual ENGINE_API bool SafeMoveUpdatedComponent (const FVector &Delta, const FQuat &NewRotation, bool bSweep, FHitResult &OutHit, FCharacterMovementComponentAsyncOutput &Output, ETeleportType Teleport=ETeleportType::None) const
 
virtual ENGINE_API void ApplyAccumulatedForces (float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ClearAccumulatedForces (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void SetMovementMode (EMovementMode NewMovementMode, FCharacterMovementComponentAsyncOutput &Output, uint8 NewCustomMode=0) const
 
virtual ENGINE_API void OnMovementModeChanged (EMovementMode PreviousMovementMode, uint8 PreviousCustomMode, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void FindFloor (const FVector &CapsuleLocation, FFindFloorResult &OutFloorResult, bool bCanUseCachedLocation, FCharacterMovementComponentAsyncOutput &Output, const FHitResult *DownwardSweepResult=nullptr) const
 
virtual ENGINE_API void ComputeFloorDist (const FVector &CapsuleLocation, float LineDistance, float SweepDistance, FFindFloorResult &OutFloorResult, float SweepRadius, FCharacterMovementComponentAsyncOutput &Output, const FHitResult *DownwardSweepResult=nullptr) const
 
virtual ENGINE_API bool FloorSweepTest (struct FHitResult &OutHit, const FVector &Start, const FVector &End, ECollisionChannel TraceChannel, const struct FCollisionShape &CollisionShape, const struct FCollisionQueryParams &Params, const struct FCollisionResponseParams &ResponseParam, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsWithinEdgeTolerance (const FVector &CapsuleLocation, const FVector &TestImpactPoint, const float CapsuleRadius) const
 
virtual ENGINE_API bool IsWalkable (const FHitResult &Hit) const
 
virtual ENGINE_API void UpdateCharacterStateAfterMovement (float DeltaSeconds, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API float GetSimulationTimeStep (float RemainingTime, int32 Iterations) const
 
virtual ENGINE_API void CalcVelocity (float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ApplyRequestedMove (float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector &OutAcceleration, float &OutRequestedSpeed, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ShouldComputeAccelerationToReachRequestedVelocity (const float RequestedSpeed, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API float GetMinAnalogSpeed (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API float GetMaxBrakingDeceleration (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ApplyVelocityBraking (float DeltaTime, float Friction, float BrakingDeceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector GetPenetrationAdjustment (FHitResult &HitResult) const
 
virtual ENGINE_API bool ResolvePenetration (const FVector &Adjustment, const FHitResult &Hit, const FQuat &NewRotation, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void HandleImpact (const FHitResult &Impact, FCharacterMovementComponentAsyncOutput &Output, float TimeSlice=0.0f, const FVector &MoveDelta=FVector::ZeroVector) const
 
virtual ENGINE_API float SlideAlongSurface (const FVector &Delta, float Time, const FVector &InNormal, FHitResult &Hit, bool bHandleImpact, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector ComputeSlideVector (const FVector &Delta, const float Time, const FVector &Normal, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector HandleSlopeBoosting (const FVector &SlideResult, const FVector &Delta, const float Time, const FVector &Normal, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void OnCharacterStuckInGeometry (const FHitResult *Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CanStepUp (const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool StepUp (const FVector &GravDir, const FVector &Delta, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output, FStepDownResult *OutStepDownResult=nullptr) const
 
virtual ENGINE_API bool CanWalkOffLedges (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector GetLedgeMove (const FVector &OldLocation, const FVector &Delta, const FVector &GravDir, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CheckLedgeDirection (const FVector &OldLocation, const FVector &SideStep, const FVector &GravDir, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API FVector GetPawnCapsuleExtent (const EShrinkCapsuleExtent ShrinkMode, const float CustomShrinkAmount, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API FCollisionShape GetPawnCapsuleCollisionShape (const EShrinkCapsuleExtent ShrinkMode, FCharacterMovementComponentAsyncOutput &Output, const float CustomShrinkAmount=0.0f) const
 
ENGINE_API void TwoWallAdjust (FVector &OutDelta, const FHitResult &Hit, const FVector &OldHitNormal, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API void RevertMove (const FVector &OldLocation, UPrimitiveComponent *OldBase, const FVector &PreviousBaseLocation, const FFindFloorResult &OldFloor, bool bFailMove, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API ETeleportType GetTeleportType (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void HandleWalkingOffLedge (const FVector &PreviousFloorImpactNormal, const FVector &PreviousFloorContactNormal, const FVector &PreviousLocation, float TimeDelta) const
 
virtual ENGINE_API bool ShouldCatchAir (const FFindFloorResult &OldFloor, const FFindFloorResult &NewFloor) const
 
virtual ENGINE_API void StartFalling (int32 Iterations, float remainingTime, float timeTick, const FVector &Delta, const FVector &subLoc, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void AdjustFloorHeight (FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API void SetBaseFromFloor (const FFindFloorResult &FloorResult, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ShouldComputePerchResult (const FHitResult &InHit, FCharacterMovementComponentAsyncOutput &Output, bool bCheckRadius=true) const
 
virtual ENGINE_API bool ComputePerchResult (const float TestRadius, const FHitResult &InHit, const float InMaxFloorDist, FFindFloorResult &OutPerchFloorResult, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API float GetPerchRadiusThreshold () const
 
virtual ENGINE_API float GetValidPerchRadius (const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CheckFall (const FFindFloorResult &OldFloor, const FHitResult &Hit, const FVector &Delta, const FVector &OldLocation, float remainingTime, float timeTick, int32 Iterations, bool bMustJump, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector GetFallingLateralAcceleration (float DeltaTime, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector GetAirControl (float DeltaTime, float TickAirControl, const FVector &FallAcceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API float BoostAirControl (float DeltaTime, float TickAirControl, const FVector &FallAcceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ShouldLimitAirControl (float DeltaTime, const FVector &FallAcceleration, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector LimitAirControl (float DeltaTime, const FVector &FallAcceleration, const FHitResult &HitResult, bool bCheckForValidLandingSpot, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API void RestorePreAdditiveRootMotionVelocity (FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API void ApplyRootMotionToVelocity (float deltaTime, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FVector NewFallVelocity (const FVector &InitialVelocity, const FVector &Gravity, float DeltaTime, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsValidLandingSpot (const FVector &CapsuleLocation, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void ProcessLanded (const FHitResult &Hit, float remainingTime, int32 Iterations, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void SetPostLandedPhysics (const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API void SetDefaultMovementMode (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ShouldCheckForValidLandingSpot (float DeltaTime, const FVector &Delta, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API FRotator ComputeOrientToMovementRotation (const FRotator &CurrentRotation, float DeltaTime, FRotator &DeltaRotation, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool ShouldRemainVertical (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool CanAttemptJump (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool DoJump (bool bReplayingMoves, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API bool IsJumpAllowed () const
 
virtual ENGINE_API float GetMaxSpeed (FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsCrouching (const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsFalling (const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsFlying (const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsMovingOnGround (const FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool IsExceedingMaxSpeed (float MaxSpeed, const FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API FVector MoveComponent_GetPenetrationAdjustment (FHitResult &HitResult) const
 
ENGINE_API float MoveComponent_SlideAlongSurface (const FVector &Delta, float Time, const FVector &Normal, FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output, bool bHandleImpact=false) const
 
ENGINE_API FVector MoveComponent_ComputeSlideVector (const FVector &Delta, const float Time, const FVector &Normal, const FHitResult &Hit, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API FVector ConstrainAnimRootMotionVelocity (const FVector &RootMotionVelocity, const FVector &CurrentVelocity, FCharacterMovementComponentAsyncOutput &Output) const
 
ENGINE_API FVector CalcAnimRootMotionVelocity (const FVector &RootMotionDeltaMove, float DeltaSeconds, const FVector &CurrentVelocity) const
 
const FRotatorGetRotationRate (const FCharacterMovementComponentAsyncOutput &Output) const
 
- Public Member Functions inherited from Chaos::FSimCallbackInput
 FSimCallbackInput ()
 
void SetNumSteps_External (int32 InNumSteps)
 
virtual bool NetSendInputCmd (FNetBitWriter &Ar)
 
virtual bool NetRecvInputCmd (APlayerController *PC, FNetBitReader &Ar)
 

Public Attributes

bool bInitialized = false
 
FVector InputVector
 
ENetworkSmoothingMode NetworkSmoothingMode
 
bool bIsNetModeClient
 
bool bWasSimulatingRootMotion
 
bool bRunPhysicsWithNoController
 
bool bForceMaxAccel
 
float MaxAcceleration
 
float MinAnalogWalkSpeed
 
bool bIgnoreBaseRotation
 
bool bOrientRotationToMovement
 
bool bUseControllerDesiredRotation
 
bool bConstrainToPlane
 
FVector PlaneConstraintOrigin
 
FVector PlaneConstraintNormal
 
bool bHasValidData
 
float MaxStepHeight
 
bool bAlwaysCheckFloor
 
float WalkableFloorZ
 
bool bUseFlatBaseForFloorChecks
 
float GravityZ
 
bool bCanEverCrouch
 
int32 MaxSimulationIterations
 
float MaxSimulationTimeStep
 
bool bMaintainHorizontalGroundVelocity
 
bool bUseSeparateBrakingFriction
 
float GroundFriction
 
float BrakingFrictionFactor
 
float BrakingFriction
 
float BrakingSubStepTime
 
float BrakingDecelerationWalking
 
float BrakingDecelerationFalling
 
float BrakingDecelerationSwimming
 
float BrakingDecelerationFlying
 
float MaxDepenetrationWithGeometryAsProxy
 
float MaxDepenetrationWithGeometry
 
float MaxDepenetrationWithPawn
 
float MaxDepenetrationWithPawnAsProxy
 
bool bCanWalkOffLedgesWhenCrouching
 
bool bCanWalkOffLedges
 
float LedgeCheckThreshold
 
float PerchRadiusThreshold
 
float AirControl
 
float AirControlBoostMultiplier
 
float AirControlBoostVelocityThreshold
 
bool bDontFallBelowJumpZVelocityDuringJump
 
bool bApplyGravityWhileJumping
 
float PhysicsVolumeTerminalVelocity
 
int32 MaxJumpApexAttemptsPerSimulation
 
EMovementMode DefaultLandMovementMode
 
float FallingLateralFriction
 
float JumpZVelocity
 
bool bAllowPhysicsRotationDuringAnimRootMotion
 
bool bDeferUpdateMoveComponent
 
bool bRequestedMoveUseAcceleration
 
float PerchAdditionalHeight
 
bool bNavAgentPropsCanJump
 
bool bMovementStateCanJump
 
float MaxWalkSpeedCrouched
 
float MaxWalkSpeed
 
float MaxSwimSpeed
 
float MaxFlySpeed
 
float MaxCustomMovementSpeed
 
FRotator RotationRate
 
FRootMotionAsyncData RootMotion
 
FCachedMovementBaseAsyncData MovementBaseAsyncData
 
TUniquePtr< FUpdatedComponentAsyncInputUpdatedComponentInput
 
TUniquePtr< FCharacterAsyncInputCharacterInput
 
UWorldWorld
 
FComponentQueryParams QueryParams
 
FCollisionResponseParams CollisionResponseParams
 
ECollisionChannel CollisionChannel
 
FCollisionQueryParams CapsuleParams
 
FRandomStream RandomStream
 
TSharedPtr< FCharacterMovementComponentAsyncOutput, ESPMode::ThreadSafeAsyncSimState
 
FCharacterMovementGTInputs GTInputs
 

Additional Inherited Members

- Protected Member Functions inherited from Chaos::FSimCallbackInput
virtual ~FSimCallbackInput ()=default
 

Member Typedef Documentation

◆ FCharacterInput

◆ FUpdatedComponentInput

Constructor & Destructor Documentation

◆ ~FCharacterMovementComponentAsyncInput()

virtual FCharacterMovementComponentAsyncInput::~FCharacterMovementComponentAsyncInput ( )
inlinevirtual

Member Function Documentation

◆ AdjustFloorHeight()

void FCharacterMovementComponentAsyncInput::AdjustFloorHeight ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ ApplyAccumulatedForces()

void FCharacterMovementComponentAsyncInput::ApplyAccumulatedForces ( float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ApplyRequestedMove()

bool FCharacterMovementComponentAsyncInput::ApplyRequestedMove ( float  DeltaTime,
float  MaxAccel,
float  MaxSpeed,
float  Friction,
float  BrakingDeceleration,
FVector OutAcceleration,
float OutRequestedSpeed,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ApplyRootMotionToVelocity()

void FCharacterMovementComponentAsyncInput::ApplyRootMotionToVelocity ( float  deltaTime,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ ApplyVelocityBraking()

void FCharacterMovementComponentAsyncInput::ApplyVelocityBraking ( float  DeltaTime,
float  Friction,
float  BrakingDeceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ BoostAirControl()

float FCharacterMovementComponentAsyncInput::BoostAirControl ( float  DeltaTime,
float  TickAirControl,
const FVector FallAcceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ CalcAnimRootMotionVelocity()

FVector FCharacterMovementComponentAsyncInput::CalcAnimRootMotionVelocity ( const FVector RootMotionDeltaMove,
float  DeltaSeconds,
const FVector CurrentVelocity 
) const

◆ CalcVelocity()

void FCharacterMovementComponentAsyncInput::CalcVelocity ( float  DeltaTime,
float  Friction,
bool  bFluid,
float  BrakingDeceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ CanAttemptJump()

bool FCharacterMovementComponentAsyncInput::CanAttemptJump ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ CanCrouchInCurrentState()

bool FCharacterMovementComponentAsyncInput::CanCrouchInCurrentState ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ CanStepUp()

bool FCharacterMovementComponentAsyncInput::CanStepUp ( const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ CanWalkOffLedges()

bool FCharacterMovementComponentAsyncInput::CanWalkOffLedges ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ CheckFall()

bool FCharacterMovementComponentAsyncInput::CheckFall ( const FFindFloorResult OldFloor,
const FHitResult Hit,
const FVector Delta,
const FVector OldLocation,
float  remainingTime,
float  timeTick,
int32  Iterations,
bool  bMustJump,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ CheckLedgeDirection()

bool FCharacterMovementComponentAsyncInput::CheckLedgeDirection ( const FVector OldLocation,
const FVector SideStep,
const FVector GravDir,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ClearAccumulatedForces()

void FCharacterMovementComponentAsyncInput::ClearAccumulatedForces ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ ComputeAnalogInputModifier()

float FCharacterMovementComponentAsyncInput::ComputeAnalogInputModifier ( FVector  Acceleration) const
virtual

◆ ComputeFloorDist()

void FCharacterMovementComponentAsyncInput::ComputeFloorDist ( const FVector CapsuleLocation,
float  LineDistance,
float  SweepDistance,
FFindFloorResult OutFloorResult,
float  SweepRadius,
FCharacterMovementComponentAsyncOutput Output,
const FHitResult DownwardSweepResult = nullptr 
) const
virtual

◆ ComputeGroundMovementDelta()

FVector FCharacterMovementComponentAsyncInput::ComputeGroundMovementDelta ( const FVector Delta,
const FHitResult RampHit,
const bool  bHitFromLineTrace,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ComputeOrientToMovementRotation()

FRotator FCharacterMovementComponentAsyncInput::ComputeOrientToMovementRotation ( const FRotator CurrentRotation,
float  DeltaTime,
FRotator DeltaRotation,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ComputePerchResult()

bool FCharacterMovementComponentAsyncInput::ComputePerchResult ( const float  TestRadius,
const FHitResult InHit,
const float  InMaxFloorDist,
FFindFloorResult OutPerchFloorResult,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ComputeSlideVector()

FVector FCharacterMovementComponentAsyncInput::ComputeSlideVector ( const FVector Delta,
const float  Time,
const FVector Normal,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ConstrainAnimRootMotionVelocity()

FVector FCharacterMovementComponentAsyncInput::ConstrainAnimRootMotionVelocity ( const FVector RootMotionVelocity,
const FVector CurrentVelocity,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ ConstrainDirectionToPlane()

FVector FCharacterMovementComponentAsyncInput::ConstrainDirectionToPlane ( FVector  Direction) const
virtual

◆ ConstrainInputAcceleration()

FVector FCharacterMovementComponentAsyncInput::ConstrainInputAcceleration ( FVector  InputAcceleration,
const FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ConstrainLocationToPlane()

FVector FCharacterMovementComponentAsyncInput::ConstrainLocationToPlane ( FVector  Location) const
virtual

◆ ConstrainNormalToPlane()

FVector FCharacterMovementComponentAsyncInput::ConstrainNormalToPlane ( FVector  Normal) const
virtual

◆ ControlledCharacterMove()

void FCharacterMovementComponentAsyncInput::ControlledCharacterMove ( const float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ DoJump()

bool FCharacterMovementComponentAsyncInput::DoJump ( bool  bReplayingMoves,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ FindFloor()

void FCharacterMovementComponentAsyncInput::FindFloor ( const FVector CapsuleLocation,
FFindFloorResult OutFloorResult,
bool  bCanUseCachedLocation,
FCharacterMovementComponentAsyncOutput Output,
const FHitResult DownwardSweepResult = nullptr 
) const
virtual

bForceNextFloorCheck && !IsActorBasePendingKill && MovementBase)

◆ FloorSweepTest()

bool FCharacterMovementComponentAsyncInput::FloorSweepTest ( struct FHitResult OutHit,
const FVector Start,
const FVector End,
ECollisionChannel  TraceChannel,
const struct FCollisionShape CollisionShape,
const struct FCollisionQueryParams Params,
const struct FCollisionResponseParams ResponseParam,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ GetAirControl()

FVector FCharacterMovementComponentAsyncInput::GetAirControl ( float  DeltaTime,
float  TickAirControl,
const FVector FallAcceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ GetFallingLateralAcceleration()

FVector FCharacterMovementComponentAsyncInput::GetFallingLateralAcceleration ( float  DeltaTime,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ GetLedgeMove()

FVector FCharacterMovementComponentAsyncInput::GetLedgeMove ( const FVector OldLocation,
const FVector Delta,
const FVector GravDir,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ GetMaxBrakingDeceleration()

float FCharacterMovementComponentAsyncInput::GetMaxBrakingDeceleration ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ GetMaxSpeed()

float FCharacterMovementComponentAsyncInput::GetMaxSpeed ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ GetMinAnalogSpeed()

float FCharacterMovementComponentAsyncInput::GetMinAnalogSpeed ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ GetPawnCapsuleCollisionShape()

FCollisionShape FCharacterMovementComponentAsyncInput::GetPawnCapsuleCollisionShape ( const EShrinkCapsuleExtent  ShrinkMode,
FCharacterMovementComponentAsyncOutput Output,
const float  CustomShrinkAmount = 0.0f 
) const

◆ GetPawnCapsuleExtent()

FVector FCharacterMovementComponentAsyncInput::GetPawnCapsuleExtent ( const EShrinkCapsuleExtent  ShrinkMode,
const float  CustomShrinkAmount,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ GetPenetrationAdjustment()

FVector FCharacterMovementComponentAsyncInput::GetPenetrationAdjustment ( FHitResult HitResult) const
virtual

◆ GetPerchRadiusThreshold()

float FCharacterMovementComponentAsyncInput::GetPerchRadiusThreshold ( ) const

◆ GetRotationRate()

const FRotator & FCharacterMovementComponentAsyncInput::GetRotationRate ( const FCharacterMovementComponentAsyncOutput Output) const
inline

◆ GetSimulationTimeStep()

float FCharacterMovementComponentAsyncInput::GetSimulationTimeStep ( float  RemainingTime,
int32  Iterations 
) const
virtual

◆ GetTeleportType()

ETeleportType FCharacterMovementComponentAsyncInput::GetTeleportType ( FCharacterMovementComponentAsyncOutput Output) const

◆ GetValidPerchRadius()

float FCharacterMovementComponentAsyncInput::GetValidPerchRadius ( const FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ HandleImpact()

void FCharacterMovementComponentAsyncInput::HandleImpact ( const FHitResult Impact,
FCharacterMovementComponentAsyncOutput Output,
float  TimeSlice = 0.0f,
const FVector MoveDelta = FVector::ZeroVector 
) const
virtual

◆ HandleSlopeBoosting()

FVector FCharacterMovementComponentAsyncInput::HandleSlopeBoosting ( const FVector SlideResult,
const FVector Delta,
const float  Time,
const FVector Normal,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ HandleWalkingOffLedge()

void FCharacterMovementComponentAsyncInput::HandleWalkingOffLedge ( const FVector PreviousFloorImpactNormal,
const FVector PreviousFloorContactNormal,
const FVector PreviousLocation,
float  TimeDelta 
) const
virtual

◆ Initialize()

void FCharacterMovementComponentAsyncInput::Initialize ( )
inline

◆ IsCrouching()

bool FCharacterMovementComponentAsyncInput::IsCrouching ( const FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ IsExceedingMaxSpeed()

bool FCharacterMovementComponentAsyncInput::IsExceedingMaxSpeed ( float  MaxSpeed,
const FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ IsFalling()

bool FCharacterMovementComponentAsyncInput::IsFalling ( const FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ IsFlying()

bool FCharacterMovementComponentAsyncInput::IsFlying ( const FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ IsJumpAllowed()

bool FCharacterMovementComponentAsyncInput::IsJumpAllowed ( ) const

◆ IsMovingOnGround()

bool FCharacterMovementComponentAsyncInput::IsMovingOnGround ( const FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ IsValidLandingSpot()

bool FCharacterMovementComponentAsyncInput::IsValidLandingSpot ( const FVector CapsuleLocation,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ IsWalkable()

bool FCharacterMovementComponentAsyncInput::IsWalkable ( const FHitResult Hit) const
virtual

◆ IsWithinEdgeTolerance()

bool FCharacterMovementComponentAsyncInput::IsWithinEdgeTolerance ( const FVector CapsuleLocation,
const FVector TestImpactPoint,
const float  CapsuleRadius 
) const
virtual

◆ LimitAirControl()

FVector FCharacterMovementComponentAsyncInput::LimitAirControl ( float  DeltaTime,
const FVector FallAcceleration,
const FHitResult HitResult,
bool  bCheckForValidLandingSpot,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ MaintainHorizontalGroundVelocity()

void FCharacterMovementComponentAsyncInput::MaintainHorizontalGroundVelocity ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ MaybeUpdateBasedMovement()

void FCharacterMovementComponentAsyncInput::MaybeUpdateBasedMovement ( float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ MoveAlongFloor()

void FCharacterMovementComponentAsyncInput::MoveAlongFloor ( const FVector InVelocity,
float  DeltaSeconds,
FStepDownResult OutStepDownResult,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ MoveComponent_ComputeSlideVector()

FVector FCharacterMovementComponentAsyncInput::MoveComponent_ComputeSlideVector ( const FVector Delta,
const float  Time,
const FVector Normal,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ MoveComponent_GetPenetrationAdjustment()

FVector FCharacterMovementComponentAsyncInput::MoveComponent_GetPenetrationAdjustment ( FHitResult HitResult) const

◆ MoveComponent_SlideAlongSurface()

float FCharacterMovementComponentAsyncInput::MoveComponent_SlideAlongSurface ( const FVector Delta,
float  Time,
const FVector Normal,
FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output,
bool  bHandleImpact = false 
) const

◆ MoveUpdatedComponent()

bool FCharacterMovementComponentAsyncInput::MoveUpdatedComponent ( const FVector Delta,
const FQuat NewRotation,
bool  bSweep,
FCharacterMovementComponentAsyncOutput Output,
FHitResult OutHitResult = nullptr,
ETeleportType  TeleportType = ETeleportType::None 
) const
virtual

◆ NewFallVelocity()

FVector FCharacterMovementComponentAsyncInput::NewFallVelocity ( const FVector InitialVelocity,
const FVector Gravity,
float  DeltaTime,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ OnCharacterStuckInGeometry()

void FCharacterMovementComponentAsyncInput::OnCharacterStuckInGeometry ( const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ OnMovementModeChanged()

void FCharacterMovementComponentAsyncInput::OnMovementModeChanged ( EMovementMode  PreviousMovementMode,
uint8  PreviousCustomMode,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ PerformMovement()

void FCharacterMovementComponentAsyncInput::PerformMovement ( float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ PhysFalling()

void FCharacterMovementComponentAsyncInput::PhysFalling ( float  deltaTime,
int32  Iterations,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ PhysicsRotation()

void FCharacterMovementComponentAsyncInput::PhysicsRotation ( float  DeltaTime,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ PhysWalking()

void FCharacterMovementComponentAsyncInput::PhysWalking ( float  deltaTime,
int32  Iterations,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

CharacterOwner || (!CharacterOwner->Controller && !bRunPhysicsWithNoController && !Output.RootMotionParams.bHasRootMotion && !Output.CurrentRootMotion.HasOverrideVelocity() && (LocalRole != ROLE_SimulatedProxy)))

◆ ProcessLanded()

void FCharacterMovementComponentAsyncInput::ProcessLanded ( const FHitResult Hit,
float  remainingTime,
int32  Iterations,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ Reset()

void FCharacterMovementComponentAsyncInput::Reset ( )
inline

◆ ResolvePenetration()

bool FCharacterMovementComponentAsyncInput::ResolvePenetration ( const FVector Adjustment,
const FHitResult Hit,
const FQuat NewRotation,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ RestorePreAdditiveRootMotionVelocity()

void FCharacterMovementComponentAsyncInput::RestorePreAdditiveRootMotionVelocity ( FCharacterMovementComponentAsyncOutput Output) const

◆ RevertMove()

void FCharacterMovementComponentAsyncInput::RevertMove ( const FVector OldLocation,
UPrimitiveComponent *  OldBase,
const FVector PreviousBaseLocation,
const FFindFloorResult OldFloor,
bool  bFailMove,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ SafeMoveUpdatedComponent()

bool FCharacterMovementComponentAsyncInput::SafeMoveUpdatedComponent ( const FVector Delta,
const FQuat NewRotation,
bool  bSweep,
FHitResult OutHit,
FCharacterMovementComponentAsyncOutput Output,
ETeleportType  Teleport = ETeleportType::None 
) const
virtual

◆ ScaleInputAcceleration()

FVector FCharacterMovementComponentAsyncInput::ScaleInputAcceleration ( FVector  InputAcceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ SetBaseFromFloor()

void FCharacterMovementComponentAsyncInput::SetBaseFromFloor ( const FFindFloorResult FloorResult,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ SetDefaultMovementMode()

void FCharacterMovementComponentAsyncInput::SetDefaultMovementMode ( FCharacterMovementComponentAsyncOutput Output) const
virtual

CharacterOwner ||

◆ SetMovementMode()

void FCharacterMovementComponentAsyncInput::SetMovementMode ( EMovementMode  NewMovementMode,
FCharacterMovementComponentAsyncOutput Output,
uint8  NewCustomMode = 0 
) const
virtual

◆ SetPostLandedPhysics()

void FCharacterMovementComponentAsyncInput::SetPostLandedPhysics ( const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ShouldCatchAir()

bool FCharacterMovementComponentAsyncInput::ShouldCatchAir ( const FFindFloorResult OldFloor,
const FFindFloorResult NewFloor 
) const
virtual

◆ ShouldCheckForValidLandingSpot()

bool FCharacterMovementComponentAsyncInput::ShouldCheckForValidLandingSpot ( float  DeltaTime,
const FVector Delta,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ShouldComputeAccelerationToReachRequestedVelocity()

bool FCharacterMovementComponentAsyncInput::ShouldComputeAccelerationToReachRequestedVelocity ( const float  RequestedSpeed,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ShouldComputePerchResult()

bool FCharacterMovementComponentAsyncInput::ShouldComputePerchResult ( const FHitResult InHit,
FCharacterMovementComponentAsyncOutput Output,
bool  bCheckRadius = true 
) const
virtual

◆ ShouldLimitAirControl()

bool FCharacterMovementComponentAsyncInput::ShouldLimitAirControl ( float  DeltaTime,
const FVector FallAcceleration,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ ShouldRemainVertical()

bool FCharacterMovementComponentAsyncInput::ShouldRemainVertical ( FCharacterMovementComponentAsyncOutput Output) const
virtual

◆ Simulate()

void FCharacterMovementComponentAsyncInput::Simulate ( const float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ SlideAlongSurface()

float FCharacterMovementComponentAsyncInput::SlideAlongSurface ( const FVector Delta,
float  Time,
const FVector InNormal,
FHitResult Hit,
bool  bHandleImpact,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ StartFalling()

void FCharacterMovementComponentAsyncInput::StartFalling ( int32  Iterations,
float  remainingTime,
float  timeTick,
const FVector Delta,
const FVector subLoc,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ StartNewPhysics()

void FCharacterMovementComponentAsyncInput::StartNewPhysics ( float  deltaTime,
int32  Iterations,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ StepUp()

bool FCharacterMovementComponentAsyncInput::StepUp ( const FVector GravDir,
const FVector Delta,
const FHitResult Hit,
FCharacterMovementComponentAsyncOutput Output,
FStepDownResult OutStepDownResult = nullptr 
) const
virtual

◆ TwoWallAdjust()

void FCharacterMovementComponentAsyncInput::TwoWallAdjust ( FVector OutDelta,
const FHitResult Hit,
const FVector OldHitNormal,
FCharacterMovementComponentAsyncOutput Output 
) const

◆ UpdateAsyncStateFromGTInputs_Internal()

void FCharacterMovementComponentAsyncInput::UpdateAsyncStateFromGTInputs_Internal ( ) const
inline

◆ UpdateBasedMovement()

void FCharacterMovementComponentAsyncInput::UpdateBasedMovement ( float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ UpdateCharacterStateAfterMovement()

void FCharacterMovementComponentAsyncInput::UpdateCharacterStateAfterMovement ( float  DeltaSeconds,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

Member Data Documentation

◆ AirControl

float FCharacterMovementComponentAsyncInput::AirControl

◆ AirControlBoostMultiplier

float FCharacterMovementComponentAsyncInput::AirControlBoostMultiplier

◆ AirControlBoostVelocityThreshold

float FCharacterMovementComponentAsyncInput::AirControlBoostVelocityThreshold

◆ AsyncSimState

TSharedPtr<FCharacterMovementComponentAsyncOutput, ESPMode::ThreadSafe> FCharacterMovementComponentAsyncInput::AsyncSimState

◆ bAllowPhysicsRotationDuringAnimRootMotion

bool FCharacterMovementComponentAsyncInput::bAllowPhysicsRotationDuringAnimRootMotion

◆ bAlwaysCheckFloor

bool FCharacterMovementComponentAsyncInput::bAlwaysCheckFloor

◆ bApplyGravityWhileJumping

bool FCharacterMovementComponentAsyncInput::bApplyGravityWhileJumping

◆ bCanEverCrouch

bool FCharacterMovementComponentAsyncInput::bCanEverCrouch

◆ bCanWalkOffLedges

bool FCharacterMovementComponentAsyncInput::bCanWalkOffLedges

◆ bCanWalkOffLedgesWhenCrouching

bool FCharacterMovementComponentAsyncInput::bCanWalkOffLedgesWhenCrouching

◆ bConstrainToPlane

bool FCharacterMovementComponentAsyncInput::bConstrainToPlane

◆ bDeferUpdateMoveComponent

bool FCharacterMovementComponentAsyncInput::bDeferUpdateMoveComponent

◆ bDontFallBelowJumpZVelocityDuringJump

bool FCharacterMovementComponentAsyncInput::bDontFallBelowJumpZVelocityDuringJump

◆ bForceMaxAccel

bool FCharacterMovementComponentAsyncInput::bForceMaxAccel

◆ bHasValidData

bool FCharacterMovementComponentAsyncInput::bHasValidData

◆ bIgnoreBaseRotation

bool FCharacterMovementComponentAsyncInput::bIgnoreBaseRotation

◆ bInitialized

bool FCharacterMovementComponentAsyncInput::bInitialized = false

◆ bIsNetModeClient

bool FCharacterMovementComponentAsyncInput::bIsNetModeClient

◆ bMaintainHorizontalGroundVelocity

bool FCharacterMovementComponentAsyncInput::bMaintainHorizontalGroundVelocity

◆ bMovementStateCanJump

bool FCharacterMovementComponentAsyncInput::bMovementStateCanJump

◆ bNavAgentPropsCanJump

bool FCharacterMovementComponentAsyncInput::bNavAgentPropsCanJump

◆ bOrientRotationToMovement

bool FCharacterMovementComponentAsyncInput::bOrientRotationToMovement

◆ BrakingDecelerationFalling

float FCharacterMovementComponentAsyncInput::BrakingDecelerationFalling

◆ BrakingDecelerationFlying

float FCharacterMovementComponentAsyncInput::BrakingDecelerationFlying

◆ BrakingDecelerationSwimming

float FCharacterMovementComponentAsyncInput::BrakingDecelerationSwimming

◆ BrakingDecelerationWalking

float FCharacterMovementComponentAsyncInput::BrakingDecelerationWalking

◆ BrakingFriction

float FCharacterMovementComponentAsyncInput::BrakingFriction

◆ BrakingFrictionFactor

float FCharacterMovementComponentAsyncInput::BrakingFrictionFactor

◆ BrakingSubStepTime

float FCharacterMovementComponentAsyncInput::BrakingSubStepTime

◆ bRequestedMoveUseAcceleration

bool FCharacterMovementComponentAsyncInput::bRequestedMoveUseAcceleration

◆ bRunPhysicsWithNoController

bool FCharacterMovementComponentAsyncInput::bRunPhysicsWithNoController

◆ bUseControllerDesiredRotation

bool FCharacterMovementComponentAsyncInput::bUseControllerDesiredRotation

◆ bUseFlatBaseForFloorChecks

bool FCharacterMovementComponentAsyncInput::bUseFlatBaseForFloorChecks

◆ bUseSeparateBrakingFriction

bool FCharacterMovementComponentAsyncInput::bUseSeparateBrakingFriction

◆ bWasSimulatingRootMotion

bool FCharacterMovementComponentAsyncInput::bWasSimulatingRootMotion

◆ CapsuleParams

FCollisionQueryParams FCharacterMovementComponentAsyncInput::CapsuleParams

◆ CharacterInput

TUniquePtr<FCharacterAsyncInput> FCharacterMovementComponentAsyncInput::CharacterInput

◆ CollisionChannel

ECollisionChannel FCharacterMovementComponentAsyncInput::CollisionChannel

◆ CollisionResponseParams

FCollisionResponseParams FCharacterMovementComponentAsyncInput::CollisionResponseParams

◆ DefaultLandMovementMode

EMovementMode FCharacterMovementComponentAsyncInput::DefaultLandMovementMode

◆ FallingLateralFriction

float FCharacterMovementComponentAsyncInput::FallingLateralFriction

◆ GravityZ

float FCharacterMovementComponentAsyncInput::GravityZ

◆ GroundFriction

float FCharacterMovementComponentAsyncInput::GroundFriction

◆ GTInputs

FCharacterMovementGTInputs FCharacterMovementComponentAsyncInput::GTInputs

◆ InputVector

FVector FCharacterMovementComponentAsyncInput::InputVector

◆ JumpZVelocity

float FCharacterMovementComponentAsyncInput::JumpZVelocity
mutable

◆ LedgeCheckThreshold

float FCharacterMovementComponentAsyncInput::LedgeCheckThreshold

◆ MaxAcceleration

float FCharacterMovementComponentAsyncInput::MaxAcceleration

◆ MaxCustomMovementSpeed

float FCharacterMovementComponentAsyncInput::MaxCustomMovementSpeed

◆ MaxDepenetrationWithGeometry

float FCharacterMovementComponentAsyncInput::MaxDepenetrationWithGeometry

◆ MaxDepenetrationWithGeometryAsProxy

float FCharacterMovementComponentAsyncInput::MaxDepenetrationWithGeometryAsProxy

◆ MaxDepenetrationWithPawn

float FCharacterMovementComponentAsyncInput::MaxDepenetrationWithPawn

◆ MaxDepenetrationWithPawnAsProxy

float FCharacterMovementComponentAsyncInput::MaxDepenetrationWithPawnAsProxy

◆ MaxFlySpeed

float FCharacterMovementComponentAsyncInput::MaxFlySpeed

◆ MaxJumpApexAttemptsPerSimulation

int32 FCharacterMovementComponentAsyncInput::MaxJumpApexAttemptsPerSimulation

◆ MaxSimulationIterations

int32 FCharacterMovementComponentAsyncInput::MaxSimulationIterations

◆ MaxSimulationTimeStep

float FCharacterMovementComponentAsyncInput::MaxSimulationTimeStep

◆ MaxStepHeight

float FCharacterMovementComponentAsyncInput::MaxStepHeight

◆ MaxSwimSpeed

float FCharacterMovementComponentAsyncInput::MaxSwimSpeed

◆ MaxWalkSpeed

float FCharacterMovementComponentAsyncInput::MaxWalkSpeed

◆ MaxWalkSpeedCrouched

float FCharacterMovementComponentAsyncInput::MaxWalkSpeedCrouched

◆ MinAnalogWalkSpeed

float FCharacterMovementComponentAsyncInput::MinAnalogWalkSpeed

◆ MovementBaseAsyncData

FCachedMovementBaseAsyncData FCharacterMovementComponentAsyncInput::MovementBaseAsyncData

◆ NetworkSmoothingMode

ENetworkSmoothingMode FCharacterMovementComponentAsyncInput::NetworkSmoothingMode

◆ PerchAdditionalHeight

float FCharacterMovementComponentAsyncInput::PerchAdditionalHeight

◆ PerchRadiusThreshold

float FCharacterMovementComponentAsyncInput::PerchRadiusThreshold

◆ PhysicsVolumeTerminalVelocity

float FCharacterMovementComponentAsyncInput::PhysicsVolumeTerminalVelocity

◆ PlaneConstraintNormal

FVector FCharacterMovementComponentAsyncInput::PlaneConstraintNormal

◆ PlaneConstraintOrigin

FVector FCharacterMovementComponentAsyncInput::PlaneConstraintOrigin

◆ QueryParams

FComponentQueryParams FCharacterMovementComponentAsyncInput::QueryParams

◆ RandomStream

FRandomStream FCharacterMovementComponentAsyncInput::RandomStream

◆ RootMotion

FRootMotionAsyncData FCharacterMovementComponentAsyncInput::RootMotion

◆ RotationRate

FRotator FCharacterMovementComponentAsyncInput::RotationRate

◆ UpdatedComponentInput

TUniquePtr<FUpdatedComponentAsyncInput> FCharacterMovementComponentAsyncInput::UpdatedComponentInput

◆ WalkableFloorZ

float FCharacterMovementComponentAsyncInput::WalkableFloorZ

◆ World

UWorld* FCharacterMovementComponentAsyncInput::World

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