#include <CharacterMovementComponentAsync.h>
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| static ENGINE_API void | PullBackHit (FHitResult &Hit, const FVector &Start, const FVector &End, const float Dist) |
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| static ENGINE_API bool | ShouldCheckOverlapFlagToQueueOverlaps (const UPrimitiveComponent &ThisComponent) |
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| static ENGINE_API bool | ShouldIgnoreHitResult (const UWorld *InWorld, FHitResult const &TestHit, FVector const &MovementDirDenormalized, const AActor *MovingActor, EMoveComponentFlags MoveFlags) |
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| static ENGINE_API bool | ShouldIgnoreOverlapResult (const UWorld *World, const AActor *ThisActor, const UPrimitiveComponent &ThisComponent, const AActor *OtherActor, const UPrimitiveComponent &OtherComponent) |
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◆ ~FUpdatedComponentAsyncInput()
| virtual FUpdatedComponentAsyncInput::~FUpdatedComponentAsyncInput |
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inlinevirtual |
◆ AreSymmetricRotations()
| bool FUpdatedComponentAsyncInput::AreSymmetricRotations |
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const FQuat & |
A, |
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const FQuat & |
B, |
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const FVector & |
Scale3D |
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) |
| const |
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virtual |
◆ GetForwardVector()
| FVector FUpdatedComponentAsyncInput::GetForwardVector |
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const |
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inline |
◆ GetPosition()
| FVector FUpdatedComponentAsyncInput::GetPosition |
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const |
◆ GetRightVector()
| FVector FUpdatedComponentAsyncInput::GetRightVector |
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const |
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inline |
◆ GetRotation()
| FQuat FUpdatedComponentAsyncInput::GetRotation |
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const |
◆ GetUpVector()
| FVector FUpdatedComponentAsyncInput::GetUpVector |
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const |
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inline |
◆ MoveComponent()
◆ PullBackHit()
◆ SetPosition()
| void FUpdatedComponentAsyncInput::SetPosition |
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const FVector & |
Position | ) |
const |
◆ SetRotation()
| void FUpdatedComponentAsyncInput::SetRotation |
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const FQuat & |
Rotation | ) |
const |
◆ ShouldCheckOverlapFlagToQueueOverlaps()
| bool FUpdatedComponentAsyncInput::ShouldCheckOverlapFlagToQueueOverlaps |
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const UPrimitiveComponent & |
ThisComponent | ) |
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static |
◆ ShouldIgnoreHitResult()
◆ ShouldIgnoreOverlapResult()
| bool FUpdatedComponentAsyncInput::ShouldIgnoreOverlapResult |
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const UWorld * |
World, |
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const AActor * |
ThisActor, |
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const UPrimitiveComponent & |
ThisComponent, |
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const AActor * |
OtherActor, |
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const UPrimitiveComponent & |
OtherComponent |
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) |
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static |
◆ bForceGatherOverlaps
| bool FUpdatedComponentAsyncInput::bForceGatherOverlaps |
◆ bGatherOverlaps
| bool FUpdatedComponentAsyncInput::bGatherOverlaps |
◆ bIsQueryCollisionEnabled
| bool FUpdatedComponentAsyncInput::bIsQueryCollisionEnabled |
◆ bIsSimulatingPhysics
| bool FUpdatedComponentAsyncInput::bIsSimulatingPhysics |
◆ CollisionShape
◆ MoveComponentCollisionResponseParams
◆ MoveComponentQueryParams
◆ PhysicsHandle
◆ Scale
| FVector FUpdatedComponentAsyncInput::Scale |
◆ UpdatedComponent
| UPrimitiveComponent* FUpdatedComponentAsyncInput::UpdatedComponent |
The documentation for this struct was generated from the following files: