UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FScopedCapsuleMovementUpdate Struct Reference
+ Inheritance diagram for FScopedCapsuleMovementUpdate:

Public Types

typedef FScopedMovementUpdate Super
 
- Public Types inherited from FScopedMovementUpdate
enum class  EHasMovedTransformOption { eTestTransform , eIgnoreTransform }
 
enum class  EOverlapState { eUseParent , eUnknown , eIncludesOverlaps , eForceUpdate }
 
typedef TArray< FHitResult, TInlineAllocator< 2 > > TScopedBlockingHitArray
 
typedef TArray< FOverlapInfo, TInlineAllocator< 3 > > TScopedOverlapInfoArray
 

Public Member Functions

 FScopedCapsuleMovementUpdate (USceneComponent *UpdatedComponent, bool bEnabled)
 
- Public Member Functions inherited from FScopedMovementUpdate
ENGINE_API FScopedMovementUpdate (USceneComponent *Component, EScopedUpdate::Type ScopeBehavior=EScopedUpdate::DeferredUpdates, bool bRequireOverlapsEventFlagToQueueOverlaps=true)
 
ENGINE_API ~FScopedMovementUpdate ()
 
const FScopedMovementUpdateGetOuterDeferredScope () const
 
bool IsDeferringUpdates () const
 
bool IsGroupUpdate () const
 
ENGINE_API void RevertMove ()
 
bool HasMoved (EHasMovedTransformOption CheckTransform) const
 
ENGINE_API bool IsTransformDirty () const
 
bool HasPendingOverlaps () const
 
bool RequiresOverlapsEventFlag () const
 
const TScopedOverlapInfoArrayGetPendingOverlaps () const
 
const TScopedBlockingHitArrayGetPendingBlockingHits () const
 
ENGINE_API void AppendOverlapsAfterMove (const TOverlapArrayView &NewPendingOverlaps, bool bSweep, bool bIncludesOverlapsAtEnd)
 
void KeepCurrentOverlapsAfterRotation (bool bSweep)
 
void AppendBlockingHitAfterMove (const FHitResult &Hit)
 
void InvalidateCurrentOverlaps ()
 
void ForceOverlapUpdate ()
 
void SetHasTeleported (ETeleportType InTeleportType)
 
ETeleportType GetTeleportType () const
 
bool GetHasMoved () const
 
int32 GetFinalOverlapCandidatesIndex () const
 
EOverlapState GetOverlapState () const
 
const FTransformGetInitialTransform () const
 
USceneComponentGetOwner () const
 

Additional Inherited Members

- Protected Member Functions inherited from FScopedMovementUpdate
ENGINE_API TOptional< TOverlapArrayViewGetOverlapsAtEnd (class UPrimitiveComponent &PrimComponent, TInlineOverlapInfoArray &OutEndOverlaps, bool bTransformChanged) const
 
ENGINE_API bool SetWorldLocationAndRotation (FVector NewLocation, const FQuat &NewQuat, bool bNoPhysics, ETeleportType Teleport)
 
- Protected Attributes inherited from FScopedMovementUpdate
USceneComponentOwner
 
FScopedMovementUpdateOuterDeferredScope
 
EOverlapState CurrentOverlapState
 
ETeleportType TeleportType
 
FTransform InitialTransform
 
FVector InitialRelativeLocation
 
FRotator InitialRelativeRotation
 
FVector InitialRelativeScale
 
int32 FinalOverlapCandidatesIndex
 
TScopedOverlapInfoArray PendingOverlaps
 
TScopedBlockingHitArray BlockingHits
 
uint8 bDeferUpdates:1
 
uint8 bHasMoved:1
 
uint8 bRequireOverlapsEventFlag:1
 
uint8 bIsGroupDeferedUpdate: 1
 

Detailed Description

Helper to change updated component transform updates within a scope, optionally allowing it to revert back without side effects. Example usage: { FScopedCapsuleMovementUpdate ScopedDeferredUpdate(UpdatedComponent, bDeferredUpdatesEnabled); // Do something to move capsule // Do something again to move capsule } // Movement of mesh at this point will use previous setting.

Member Typedef Documentation

◆ Super

Constructor & Destructor Documentation

◆ FScopedCapsuleMovementUpdate()

FScopedCapsuleMovementUpdate::FScopedCapsuleMovementUpdate ( USceneComponent UpdatedComponent,
bool  bEnabled 
)
inline

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