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

#include <CharacterMovementComponentAsync.h>

Public Member Functions

virtual ~FUpdatedComponentAsyncInput ()
 
virtual ENGINE_API bool MoveComponent (const FVector &Delta, const FQuat &NewRotationQuat, bool bSweep, FHitResult *OutHit, EMoveComponentFlags MoveFlags, ETeleportType Teleport, const FCharacterMovementComponentAsyncInput &Input, FCharacterMovementComponentAsyncOutput &Output) const
 
virtual ENGINE_API bool AreSymmetricRotations (const FQuat &A, const FQuat &B, const FVector &Scale3D) const
 
FVector GetForwardVector () const
 
FVector GetRightVector () const
 
FVector GetUpVector () const
 
ENGINE_API void SetPosition (const FVector &Position) const
 
ENGINE_API FVector GetPosition () const
 
ENGINE_API void SetRotation (const FQuat &Rotation) const
 
ENGINE_API FQuat GetRotation () const
 

Static Public Member Functions

static ENGINE_API void PullBackHit (FHitResult &Hit, const FVector &Start, const FVector &End, const float Dist)
 
static ENGINE_API bool ShouldCheckOverlapFlagToQueueOverlaps (const UPrimitiveComponent &ThisComponent)
 
static ENGINE_API bool ShouldIgnoreHitResult (const UWorld *InWorld, FHitResult const &TestHit, FVector const &MovementDirDenormalized, const AActor *MovingActor, EMoveComponentFlags MoveFlags)
 
static ENGINE_API bool ShouldIgnoreOverlapResult (const UWorld *World, const AActor *ThisActor, const UPrimitiveComponent &ThisComponent, const AActor *OtherActor, const UPrimitiveComponent &OtherComponent)
 

Public Attributes

bool bIsQueryCollisionEnabled
 
bool bIsSimulatingPhysics
 
FComponentQueryParams MoveComponentQueryParams
 
FCollisionResponseParams MoveComponentCollisionResponseParams
 
UPrimitiveComponent * UpdatedComponent
 
FPhysicsActorHandle PhysicsHandle
 
FCollisionShape CollisionShape
 
bool bForceGatherOverlaps
 
bool bGatherOverlaps
 
FVector Scale
 

Constructor & Destructor Documentation

◆ ~FUpdatedComponentAsyncInput()

virtual FUpdatedComponentAsyncInput::~FUpdatedComponentAsyncInput ( )
inlinevirtual

Member Function Documentation

◆ AreSymmetricRotations()

bool FUpdatedComponentAsyncInput::AreSymmetricRotations ( const FQuat A,
const FQuat B,
const FVector Scale3D 
) const
virtual

◆ GetForwardVector()

FVector FUpdatedComponentAsyncInput::GetForwardVector ( ) const
inline

◆ GetPosition()

FVector FUpdatedComponentAsyncInput::GetPosition ( ) const

◆ GetRightVector()

FVector FUpdatedComponentAsyncInput::GetRightVector ( ) const
inline

◆ GetRotation()

FQuat FUpdatedComponentAsyncInput::GetRotation ( ) const

◆ GetUpVector()

FVector FUpdatedComponentAsyncInput::GetUpVector ( ) const
inline

◆ MoveComponent()

bool FUpdatedComponentAsyncInput::MoveComponent ( const FVector Delta,
const FQuat NewRotationQuat,
bool  bSweep,
FHitResult OutHit,
EMoveComponentFlags  MoveFlags,
ETeleportType  Teleport,
const FCharacterMovementComponentAsyncInput Input,
FCharacterMovementComponentAsyncOutput Output 
) const
virtual

◆ PullBackHit()

void FUpdatedComponentAsyncInput::PullBackHit ( FHitResult Hit,
const FVector Start,
const FVector End,
const float  Dist 
)
static

◆ SetPosition()

void FUpdatedComponentAsyncInput::SetPosition ( const FVector Position) const

◆ SetRotation()

void FUpdatedComponentAsyncInput::SetRotation ( const FQuat Rotation) const

◆ ShouldCheckOverlapFlagToQueueOverlaps()

bool FUpdatedComponentAsyncInput::ShouldCheckOverlapFlagToQueueOverlaps ( const UPrimitiveComponent &  ThisComponent)
static

◆ ShouldIgnoreHitResult()

bool FUpdatedComponentAsyncInput::ShouldIgnoreHitResult ( const UWorld InWorld,
FHitResult const &  TestHit,
FVector const &  MovementDirDenormalized,
const AActor MovingActor,
EMoveComponentFlags  MoveFlags 
)
static

◆ ShouldIgnoreOverlapResult()

bool FUpdatedComponentAsyncInput::ShouldIgnoreOverlapResult ( const UWorld World,
const AActor ThisActor,
const UPrimitiveComponent &  ThisComponent,
const AActor OtherActor,
const UPrimitiveComponent &  OtherComponent 
)
static

ThisActor ||

Member Data Documentation

◆ bForceGatherOverlaps

bool FUpdatedComponentAsyncInput::bForceGatherOverlaps

◆ bGatherOverlaps

bool FUpdatedComponentAsyncInput::bGatherOverlaps

◆ bIsQueryCollisionEnabled

bool FUpdatedComponentAsyncInput::bIsQueryCollisionEnabled

◆ bIsSimulatingPhysics

bool FUpdatedComponentAsyncInput::bIsSimulatingPhysics

◆ CollisionShape

FCollisionShape FUpdatedComponentAsyncInput::CollisionShape

◆ MoveComponentCollisionResponseParams

FCollisionResponseParams FUpdatedComponentAsyncInput::MoveComponentCollisionResponseParams

◆ MoveComponentQueryParams

FComponentQueryParams FUpdatedComponentAsyncInput::MoveComponentQueryParams

◆ PhysicsHandle

FPhysicsActorHandle FUpdatedComponentAsyncInput::PhysicsHandle

◆ Scale

FVector FUpdatedComponentAsyncInput::Scale

◆ UpdatedComponent

UPrimitiveComponent* FUpdatedComponentAsyncInput::UpdatedComponent

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