description: Set the properties describing the position, etc. of the moved pawn at the start of the move.

code: virtual void SetInitialPosition ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * C )


description: Called to set up this saved move (when initially created) to make a predictive correction.

module: Engine

code: virtual void SetMoveFor ( [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * C, float InDeltaTime, FVector const & NewAccel, class [FNetworkPredictionData_Client_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Client_Ch-) & ClientData )


code: FSavedMove_Character ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) & )


code: FSavedMove_Character ( [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) && )


className: FSetActorContentBundleGuid

description: No constructors are accessible with public or protected access.

code: struct FSetActorContentBundleGuid


description: FSavedMove_Characterrepresents a saved move on the client that has been sent to the server and might need to be played back.

code: class FSavedMove_Character

AccelDotThreshold

type: float

description: Threshold for deciding this is an "important" move based on DP with last acked acceleration.

AccelDotThresholdCombine

description: Threshold for deciding if we can combine two moves, true if cosine of angle between them is <= this.

Acceleration

type: FVector

AccelMagThreshold

description: Threshold for deciding is this is an important move because acceleration magnitude has changed too much

AccelNormal

description: Cached to speed up iteration overIsImportantMove().

bForceMaxAccel

type: uint32: 1

bForceNoCombine

description: If true, can't combine this move with another move.

bOldTimeStampBeforeReset

description: If true this move is using an old TimeStamp, before a reset occurred.

CharacterOwner

type: ACharacter*...

EndAttachParent

type: TWeakObjectPtr<...

EndAttachRelativeRotation

type: FRotator

EndAttachSocketName

type: FName

EndPackedMovementMode

description: Information after the move has been performed.

MaxSpeedThresholdCombine

description: Client saved moves will not combine if the result of GetMaxSpeed() differs by this much between moves.

RootMotionMovement

type: FRootMotionMove...

SavedRootMotion

type: FRootMotionSour...

StartBaseRotation

type: FQuat

StartFloor

type: FFindFloorResul...

StartPackedMovementMode

description: Information at the start of the move.


className: FSetActorFolderPath

code: struct FSetActorFolderPath


className: FSetActorHiddenInSceneOutliner

code: struct FSetActorHiddenInSceneOutliner


className: FSetActorGuid

code: struct FSetActorGuid


className: FSetActorInstanceGuid

code: struct FSetActorInstanceGuid


className: FSetActorReplicates

code: struct FSetActorReplicates


className: FSetActorWantsDestroyDuringBeginPlay


className: FSetPlayerStatePawn

code: struct FSetPlayerStatePawn


code: void Draw ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * InCanvas, [FLinearColor](API\Runtime\Core\Math\FLinearColor) InColor )


code: void SetupReticle ( const float Length, const float InnerSize )


className: FSimpleReticle

description: AHUD

code: class FSimpleReticle


className: FSimulatedRootMotionReplicatedMove

RootMotion

type: FRepRootMotionM...

description: Root Motion information

Time

description: Local time when move was received on client and saved.


className: FTakeAnyDamageSignature

code: struct FTakeAnyDamageSignature : public [TSparseDynamicDelegate< FTakeAnyDamageSignature_MCSignature, AActor, FTakeAnyDamageSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FTakePointDamageSignature

code: struct FTakePointDamageSignature : public [TSparseDynamicDelegate< FTakePointDamageSignature_MCSignature, AActor, FTakePointDamageSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FTakeRadialDamageSignature

code: struct FTakeRadialDamageSignature : public [TSparseDynamicDelegate< FTakeRadialDamageSignature_MCSignature, AActor, FTakeRadialDamageSignatureInfoGetter >](API\Runtime\CoreUObject\UObject\TSparseDynamicDelegate)


className: FTouchInputControl

code: struct FTouchInputControl

AltInputKey

type: FKey

bTreatAsButton

type: bool

description: Basically mirroringSVirtualJoystick::FControlInfobut as an editable class

type: TObjectPtr<UTe...


description: Export contents of this struct as a string

code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) const & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


description: Create a unique id from a json string

code: void FromJson ( const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Import string contexts and try to map them into a unique id

code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


description: Empty:=""> noted it is encoded and empty NonEmpty:

code: void MakeReplicationDataV1()


code: void MakeReplicationData()


code: void MakeReplicationDataV2()


description: Network serialization

code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, class [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * Map, bool & bOutSuccess )


code: void NetSerializeLoadV1Encoded ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const EUniqueIdEncodingFlags EncodingFlags, bool & bOutSuccess )


code: void NetSerializeLoadV1Unencoded ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const EUniqueIdEncodingFlags EncodingFlags, bool & bOutSuccess )


code: void NetSerializeLoadV2 ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, const EUniqueIdEncodingFlags EncodingFlags, bool & bOutSuccess )


description: Serialization to anyFArchive

code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: virtual void SetAccountId ( const [UE::Online::FAccountId](API\Runtime\CoreOnline\Online\FAccountId) & AccountId )


description: Assign a unique id to this wrapper object

code: virtual void SetUniqueNetId ( const FUniqueNetIdPtr & InUniqueNetId )


code: static bool ShouldExportTextItemAsQuotedString ( const [FString](API\Runtime\Core\Containers\FString) & NetIdStr )


description: Convert this unique id to a json value

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FJsonValue](API\Runtime\Json\Dom\FJsonValue) > ToJson() const


description: Helper to create anFUniqueNetIdfrom a string and its type

code: void UniqueIdFromString ( [FName](API\Runtime\Core\UObject\FName) Type, const [FString](API\Runtime\Core\Containers\FString) & Contents )


code: FUniqueNetIdRepl ( TYPE_OF_NULLPTR )


code: FUniqueNetIdRepl ( const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & InWrapper )


code: FUniqueNetIdRepl ( const [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper) & InWrapper )


code: FUniqueNetIdRepl ( const FUniqueNetIdRef & InUniqueNetId )


code: FUniqueNetIdRepl ( const FUniqueNetIdPtr & InUniqueNetId )


code: FUniqueNetIdRepl ( const [FUniqueNetId](API\Runtime\CoreOnline\Online\FUniqueNetId) & InUniqueNetId )


className: FUniqueNetIdRepl

description: Makes sure that the opaque aspects ofFUniqueNetIdare properly handled/serialized over network RPC and actor replication

code: struct FUniqueNetIdRepl : public [FUniqueNetIdWrapper](API\Runtime\CoreOnline\Online\FUniqueNetIdWrapper)

ReplicationBytes

type: TArray< uint8 >

description: Network serialized data cache


className: FUniqueNetIdReplNetSerializerConfig

code: struct FUniqueNetIdReplNetSerializerConfig : public [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig)


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


className: FUpdateLevelStreamingLevelStatus

description: This structure is used to pass arguments to ClientUpdateMultipleLevelsStreamingStatus() client RPC function

code: struct FUpdateLevelStreamingLevelStatus

bNewShouldBeLoaded

description: Whether the level should be loaded

bNewShouldBeVisible

description: Whether the level should be visible if it is loaded

bNewShouldBlockOnLoad

description: Whether we want to force a blocking load

bNewShouldBlockOnUnload

description: Whether we want to force a blocking unload

LODIndex

description: Current LOD index for a streaming level

PackageName

description: Name of the level package name used for loading.


code: bool NetSerialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, [UPackageMap](API\Runtime\CoreUObject\UObject\UPackageMap) * PackageMap, bool & bOutSuccess )


code: FUpdateLevelVisibilityLevelInfo ( const class [ULevel](API\Runtime\Engine\Engine\ULevel) *const Level, const bool bInIsVisible, const bool bInTryMakeVisible )


className: FUpdateLevelVisibilityLevelInfo

description: This structure is used to pass arguments to ServerUpdateLevelVisibilty() and ServerUpdateMultipleLevelsVisibility() server RPC functions

code: struct FUpdateLevelVisibilityLevelInfo

bIsVisible

type: uint32:  1

description: The new visibility state for this level.

bSkipCloseOnError

description: Skip connection close if level can't be found (not net serialized)

bTryMakeVisible

description: Whether the level is in the state of making visible and waits for server to acknowledge.

FileName

description: The name / path of the asset file for the level whose status changed.

description: The name of the package for the level whose status changed.

VisibilityRequestId

type: FNetLevelVisibi...

description: Identifies this visibility request when communicating with server


className: Type

code: typedef class FWorldPartitionActorDesc Type


className: FWorldPartitionActorDescType< AActor >

code: template<> struct FWorldPartitionActorDescType< AActor >


description: Implementations of inline or template functions go below here

code: namespace LWIUtils { template<typename U> static bool LWIUtils::DoesHandleSupportInterface ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) }


description: Returns an object implementing the interface I.

code: namespace LWIUtils { template<typename I> static I * LWIUtils::FetchInterfaceFromHandle ( const [FActorInstanceHandle](API\Runtime\Engine\Engine\FActorInstanceHandle) & Handle ) }


description: Determine if we should use relative positioning when based on a component (because it may move).

code: namespace MovementBaseUtility { bool MovementBaseUtility::UseRelativeLocation ( const [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * MovementBase ) }


description: Default constructor

code: PingAvgData()


className: PingAvgData

description: Struct containing one seconds worth of accumulated ping data (for averaging) NOTE: Maximum PingCount is 7, and maximum PingSum is 8191 (1170*7)

code: struct PingAvgData

PingCount

type: uint8:  3

description: The number of accumulated pings

PingSum

description: The sum of all accumulated pings (used to calculate avg later)


code: static void PrintOnScreen ( const [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) & InCharacter, const [FString](API\Runtime\Core\Containers\FString) & InString )


className: CVarDebugRootMotionSources

code: static [TAutoConsoleVariable](API\Runtime\Core\HAL\TAutoConsoleVariable)< int32 > CVarDebugRootMotionSources;


code: static void PrintOnScreenServerMsg ( const [FString](API\Runtime\Core\Containers\FString) & InString )


className: RootMotionSourceDebug

code: struct RootMotionSourceDebug


code: template<typename Dummy> static const EVoiceBlockReasons &42; GetPointer &40; bool bLast &41;


className: RangeType

code: enum &123; RangeType = 1 &125;


className: TEnumRangeTraits< EVoiceBlockReasons >

code: template<> struct TEnumRangeTraits< EVoiceBlockReasons >


className: Super

code: typedef [TArray](API\Runtime\Core\Containers\TArray)< T, TInlineAllocator< NumElements > > Super


code: TInlineComponentArray ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bIncludeFromChildActors )


className: TInlineComponentArray

description: TInlineComponentArrayis simply aTArraythat reserves a fixed amount of space on the stack to try to avoid heap allocation when there are fewer than a specified number of elements expected in the result.

code: template<class T, uint32 NumElements> class TInlineComponentArray : public [TArray< T, TInlineAllocator< NumElements > >](API\Runtime\Core\Containers\TArray)


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FCharacterMovementComponentPostPhysicsTickFunction > : public [TStructOpsTypeTraitsBase2< FCharacterMovementComponentPostPhysicsTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FCharacterMovementComponentPrePhysicsTickFunction > : public [TStructOpsTypeTraitsBase2< FCharacterMovementComponentPrePhysicsTickFunction >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FUpdateLevelVisibilityLevelInfo > : public [TStructOpsTypeTraitsBase2< FUpdateLevelVisibilityLevelInfo >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FCharacterMoveResponsePackedBits > : public [TStructOpsTypeTraitsBase2< FCharacterMoveResponsePackedBits >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FCharacterNetworkSerializationPackedBits > : public [TStructOpsTypeTraitsBase2< FCharacterNetworkSerializationPackedBits >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FCharacterServerMovePackedBits > : public [TStructOpsTypeTraitsBase2< FCharacterServerMovePackedBits >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FNetLevelVisibilityTransactionId > : public [TStructOpsTypeTraitsBase2< FNetLevelVisibilityTransactionId >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithCopy = true &125;


code: template<> struct TStructOpsTypeTraits< FRootMotionSource_ConstantForce > : public [TStructOpsTypeTraitsBase2< FRootMotionSource_ConstantForce >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRootMotionSource_MoveToDynamicForce > : public [TStructOpsTypeTraitsBase2< FRootMotionSource_MoveToDynamicForce >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRootMotionSource_MoveToForce > : public [TStructOpsTypeTraitsBase2< FRootMotionSource_MoveToForce >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRootMotionSource_RadialForce > : public [TStructOpsTypeTraitsBase2< FRootMotionSource_RadialForce >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FHierarchicalSimplification > : public [TStructOpsTypeTraitsBase2< FHierarchicalSimplification >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRootMotionSource > : public [TStructOpsTypeTraitsBase2< FRootMotionSource >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FRootMotionSource_JumpForce > : public [TStructOpsTypeTraitsBase2< FRootMotionSource_JumpForce >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


code: template<> struct TStructOpsTypeTraits< FRootMotionSourceGroup > : public [TStructOpsTypeTraitsBase2< FRootMotionSourceGroup >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Can be copied via assignment operator.


className: WithExportTextItem

description: Export contents of this struct as a string (displayall, obj dump, etc)

code: enum &123; WithExportTextItem = true &125;


description: Requires custom Identical operator for rep notifies in PostReceivedBunch()


className: WithImportTextItem

description: Import string contents as a unique id.

code: enum &123; WithImportTextItem = true &125;


description: Requires custom net serialization.

code: enum &123; WithNetSerializer = true &125;


description: Requires custom serialization.


className: WithNetSharedSerialization

description: Can share serialization state across connections.

code: enum &123; WithNetSharedSerialization = true &125;


className: WithAddStructReferencedObjects

code: enum &123; WithAddStructReferencedObjects = true &125;


className: WithSerializerObjectReferences

code: static WithSerializerObjectReferences = EPropertyObjectReferenceType::None;


description: Specify type trait support for various low level UPROPERTY overrides

code: template<> struct TStructOpsTypeTraits< FUniqueNetIdRepl > : public [TStructOpsTypeTraitsBase2< FUniqueNetIdRepl >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Returns a pointer to the actor for this handle. This will create a new copy of the actor if it was being stored as a light weight instance.

code: template<typename T> T * FetchActor()


code: UActorInstanceHandleInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UActorInstanceHandleInterface

description: Base class for interfaces for each handle.

code: class UActorInstanceHandleInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Handle

type: FActorInstanceH...

Manager

type: ALightWeightIns...

description: A cached pointer to the manager associated with Handle so we don't need to find it every time.


description: Schedule an async load of a specific slot.UGameplayStatics::AsyncLoadGameFromSlotis the native version of this. When the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid. Keep in mind that some platforms may not support trying to load and save at the same time.

code: static [UAsyncActionHandleSaveGame](API\Runtime\Engine\GameFramework\UAsyncActionHandleSaveGame) * AsyncLoadGameFromSlot ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


description: Execute the actual operation

code: virtual void Activate()


description: Schedule an async save to a specific slot.UGameplayStatics::AsyncSaveGameToSlotis the native version of this. When the save has succeeded or failed, the completed pin is activated with success/failure and the save game object. Keep in mind that some platforms may not support trying to load and save at the same time.

code: static [UAsyncActionHandleSaveGame](API\Runtime\Engine\GameFramework\UAsyncActionHandleSaveGame) * AsyncSaveGameToSlot ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * SaveGameObject, const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex )


className: ESaveGameOperation

code: enum ESaveGameOperation { Save, Load, }


description: Called at completion of save/load to execute delegate

code: virtual void ExecuteCompleted ( bool bSuccess )


code: virtual void HandleAsyncLoad ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, [USaveGame](API\Runtime\Engine\GameFramework\USaveGame) * LoadedSave )


description: Function callbacks for load/save

code: virtual void HandleAsyncSave ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, bool bSuccess )


className: UAsyncActionHandleSaveGame

description: Async action to handle async load/save of aUSaveGame. This can be subclassed by a specific game

code: class UAsyncActionHandleSaveGame : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)

Completed

type: FOnAsyncHandleS...

description: Delegate called when the save/load completes

Operation

type: ESaveGameOperat...

description: Which operation is being run

SaveGameObject

type: TObjectPtr<USa...

description: The object that was either saved or loaded

SlotName

type: FString

description: Slot/user to use


description: Prepare root motion to be passed on to physics thread

code: virtual void AccumulateRootMotionForAsync ( float DeltaSeconds, [FRootMotionAsyncData](API\Runtime\Engine\FRootMotionAsyncData) & RootMotion )


description: Add force to character. Forces are accumulated each tick and applied together so multiple calls to this function will accumulate. Forces are scaled depending on timestep, so they can be applied each frame. If you want an instantaneous force, use AddImpulse. Adding a force always takes the actor's mass into account. Note that changing the momentum of characters like this can change the movement mode.

code: virtual void AddForce ( FVector Force )


description: Add impulse to character. Impulses are accumulated each tick and applied together so multiple calls to this function will accumulate. An impulse is an instantaneous force, usually applied once. If you want to continually apply forces each frame, useAddForce(). Note that changing the momentum of characters like this can change the movement mode.

code: virtual void AddImpulse ( FVector Impulse, bool bVelocityChange )


description: Adds force from radial force components. Intended to be overridden by subclasses; default implementation does nothing.

code: virtual void AddRadialForce ( const FVector & Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Adds impulse from radial force components. Intended to be overridden by subclasses; default implementation does nothing.

code: virtual void AddRadialImpulse ( const FVector & Origin, float Radius, float Strength, enum ERadialImpulseFalloff Falloff, bool bVelChange )


description: Adjust distance from floor, trying to maintain a slight offset from the floor when walking (based on CurrentFloor).

code: virtual void AdjustFloorHeight()


description: Adjust the size of the capsule on simulated proxies, to avoid overlaps due to replication rounding. Changes to the capsule size on the proxy should set bShrinkProxyCapsule=true and possibly callAdjustProxyCapsuleSize()immediately if applicable.

code: virtual void AdjustProxyCapsuleSize()


description: Applies momentum accumulated throughAddImpulse()andAddForce(), then clears those forces. DoesnotuseClearAccumulatedForces()since that would clear pending launch velocity as well.

code: virtual void ApplyAccumulatedForces ( float DeltaSeconds )


description: Apply outputs from async sim.

code: virtual void ApplyAsyncOutput ( [FCharacterMovementComponentAsyncOutput](API\Runtime\Engine\FCharacterMovementComponentAsync-_2) & Output )


description: Applies downward force when walking on top of physics objects.

code: virtual void ApplyDownwardForce ( float DeltaSeconds )


description: Apply physics forces to the impacted component, if bEnablePhysicsInteraction is true.

code: virtual void ApplyImpactPhysicsForces ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Impact, const FVector & ImpactAcceleration, const FVector & ImpactVelocity )


code: virtual void ApplyNetworkMovementMode ( const uint8 ReceivedMode )


description: Applies repulsion force to all touched components.

code: virtual void ApplyRepulsionForce ( float DeltaSeconds )


description:
Use velocity requested by path following to compute a requested acceleration and speed. This does not affect the Acceleration member variable, as that is used to indicate input acceleration. This may directly affect current Velocity.
Whether there is a requested velocity and acceleration, resulting in valid OutAcceleration and OutRequestedSpeed values.

code: virtual bool ApplyRequestedMove ( float DeltaTime, float MaxAccel, float MaxSpeed, float Friction, float BrakingDeceleration, FVector & OutAcceleration, float & OutRequestedSpeed )


description:
Apply a RootMotionSource to current root motion
LocalID for this Root Motion Source

code: uint16 ApplyRootMotionSource ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > SourcePtr )


description: Applies root motion from root motion sources to velocity (override and additive)

code: virtual void ApplyRootMotionToVelocity ( float deltaTime )


description: Slows towards stop.

code: virtual void ApplyVelocityBraking ( float DeltaTime, float Friction, float BrakingDeceleration )


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: GetAirControl()

code: virtual float BoostAirControl ( float DeltaTime, float TickAirControl, const FVector & FallAcceleration )


description: Stop completely when braking and velocity magnitude is lower than this.

code: static const float BRAKE_TO_STOP_VELOCITY = 10.f;


description: ConstrainAnimRootMotionVelocity

code: virtual FVector CalcAnimRootMotionVelocity ( const FVector & RootMotionDeltaMove, float DeltaSeconds, const FVector & CurrentVelocity ) const


description: Calculate RVO avoidance and apply it to current velocity

code: virtual void CalcAvoidanceVelocity ( float DeltaTime )


description: Updates Velocity and Acceleration based on the current state, applying the effects of friction and acceleration or deceleration. Does not apply gravity. This is used internally during movement updates. Normally you don't need to call this from outside code, but you might want to use it for custom movement modes.

code: virtual void CalcVelocity ( float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration )


description: Internal function to call OnMovementUpdated delegate on CharacterOwner.

code: virtual void CallMovementUpdateDelegate ( float DeltaSeconds, const FVector & OldLocation, const FVector & OldVelocity )


description: Call the appropriate replicatedServerMove()function to send a client player move to the server.

code: virtual void CallServerMove ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * NewMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * OldMove )


description: On the client, calls theServerMovePacked_ClientSend()function with packed movement data. First theFCharacterNetworkMoveDataContainerfromGetNetworkMoveDataContainer()is updated with ClientFillNetworkMoveData(), then serialized into a data stream to send client player moves to the server.

code: virtual void CallServerMovePacked ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * NewMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * PendingMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * OldMove )


description: Returns true if current movement state allows an attempt at jumping. Used by Character::CanJump().

code: virtual bool CanAttemptJump() const


description: Returns true if the character is allowed to crouch in the current state.Bydefault it is allowed when walking or falling, ifCanEverCrouch()is true.

code: virtual bool CanCrouchInCurrentState() const


description: Return true if it is OK to delay sending this player movement to the server, in order to conserve bandwidth.

code: virtual bool CanDelaySendingMove ( const FSavedMovePtr & NewMove )


description: Returns true if path following can start

code: virtual bool CanStartPathFollowing() const


description: Returns true if we can step up on the actor in the givenFHitResult.

code: virtual bool CanStepUp ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Check if current move target can be reached right now if positions are matching (e.g. performing scripted move and can't stop)

code: virtual bool CanStopPathFollowing() const


description: Returns whether this pawn is currently allowed to walk off ledges

code: virtual bool CanWalkOffLedges() const


description: Called when the collision capsule touches another primitive component

code: virtual void CapsuleTouched ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )


description: Check if pawn is falling

code: virtual bool CheckFall ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & Delta, const FVector & OldLocation, float remainingTime, float timeTick, int32 Iterations, bool bMustJump )


description: Returns true if there is a suitable floor SideStep from current position.

code: virtual bool CheckLedgeDirection ( const FVector & OldLocation, const FVector & SideStep, const FVector & GravDir ) const


description: Check if swimming pawn just ran into edge of the pool and should jump out.

code: virtual bool CheckWaterJump ( FVector CheckPoint, FVector & WallNormal )


description: Clears forces accumulated throughAddImpulse()andAddForce(), and also pending launch velocity.

code: virtual void ClearAccumulatedForces()


description: If no client adjustment is needed after processing receivedServerMove(), ack the good move so client can remove it from SavedMoves

code: virtual void ClientAckGoodMove_Implementation ( float TimeStamp )


description: Replicate position correction to client, associated with a timestamped servermove. Client will replay subsequent moves after applying adjustment.

code: virtual void ClientAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, FVector NewVel, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode, [TOptional](API\Runtime\Core\IO\TOptional)< FRotator > OptionalRotation )


code: virtual void ClientAckGoodMove ( float TimeStamp )


code: virtual void ClientAdjustPosition ( float TimeStamp, FVector NewLoc, FVector NewVel, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Replicate position correction to client when using root motion for movement. (animation root motion specific)

code: virtual void ClientAdjustRootMotionPosition_Implementation ( float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Replicate root motion source correction to client when using root motion for movement.

code: virtual void ClientAdjustRootMotionSourcePosition_Implementation ( float TimeStamp, [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: virtual void ClientAdjustRootMotionPosition ( float TimeStamp, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: virtual void ClientAdjustRootMotionSourcePosition ( float TimeStamp, [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, FVector ServerLoc, FVector_NetQuantizeNormal ServerRotation, float ServerVelZ, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ServerBase, [FName](API\Runtime\Core\UObject\FName) ServerBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: On the client, handles the move response from the server after it has been received and unpacked in MoveResponsePacked_ClientReceive. Based on the data in the response, dispatches a call to ClientAckGoodMove_Implementation if there was no error from the server. Otherwise dispatches a call to one of ClientAdjustRootMotionSourcePosition_Implementation, ClientAdjustRootMotionPosition_Implementation, or ClientAdjustPosition_Implementation depending on the payload.

code: virtual void ClientHandleMoveResponse ( const [FCharacterMoveResponseDataContainer](API\Runtime\Engine\GameFramework\FCharacterMoveResponseDataContai-) & MoveResponse )


description: If bUpdatePosition is true, then replay any unacked moves. Returns whether any moves were actually replayed.


description: Bandwidth saving version, when velocity is zeroed

code: virtual void ClientVeryShortAdjustPosition_Implementation ( float TimeStamp, FVector NewLoc, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


code: virtual void ClientVeryShortAdjustPosition ( float TimeStamp, FVector NewLoc, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode )


description: Computes the analog input modifier based on current input vector and/or acceleration.

code: virtual float ComputeAnalogInputModifier() const


description: FindFloor

code: virtual void ComputeFloorDist ( const FVector & CapsuleLocation, float LineDistance, float SweepDistance, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutFloorResult, float SweepRadius, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * DownwardSweepResult ) const


description:
Compute a vector of movement, given a delta and a hit result of the surface we are on.
If on a walkable surface, this returns a vector that moves parallel to the surface. The magnitude may be scaled if bMaintainHorizontalGroundVelocity is true. If a ramp vector can't be computed, this will just return Delta.

code: virtual FVector ComputeGroundMovementDelta ( const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & RampHit, const bool bHitFromLineTrace ) const


description:
Compute a target rotation based on current movement. Used byPhysicsRotation()when bOrientRotationToMovement is true. Default implementation targets a rotation based on Acceleration.
The target rotation given current movement.

code: virtual FRotator ComputeOrientToMovementRotation ( const FRotator & CurrentRotation, float DeltaTime, FRotator & DeltaRotation ) const


description:
Compute the sweep result of the smaller capsule with radius specified byGetValidPerchRadius(), and return true if the sweep contacts a valid walkable normal within InMaxFloorDist of InHit.ImpactPoint. This may be used to determine if the capsule can or cannot stay at the current location if perched on the edge of a small ledge or unwalkable surface. Note: Only returns a valid result if ShouldComputePerchResult returned true for the supplied hit value.
True if the current location is a valid spot at which to perch.

code: virtual bool ComputePerchResult ( const float TestRadius, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, const float InMaxFloorDist, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutPerchFloorResult ) const


description:
Calculate slide vector along a surface. Has special treatment when falling, to avoid boosting up slopes (callingHandleSlopeBoosting()in this case).
New deflected vector of movement.

code: virtual FVector ComputeSlideVector ( const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Constrain components of root motion velocity that may not be appropriate given the current movement mode (e.g. when falling Z may be ignored).

code: virtual FVector ConstrainAnimRootMotionVelocity ( const FVector & RootMotionVelocity, const FVector & CurrentVelocity ) const


description: Enforce constraints on input given current state. For instance, don't move upwards if walking and looking up.

code: virtual FVector ConstrainInputAcceleration ( const FVector & InputAcceleration ) const


description: Updates acceleration and perform movement, called from the TickComponent on the authoritative side for controlled characters, or on the client for characters without a controller when either playing root motion or bRunPhysicsWithNoController is true.

code: virtual void ControlledCharacterMove ( const FVector & InputVector, float DeltaSeconds )


description: Takes component space root motion and converts it to world space.

code: FTransform ConvertLocalRootMotionToWorld ( const FTransform & InLocalRootMotion, float DeltaSeconds )


description: Converts received server IDs in a root motion group to local IDs

code: void ConvertRootMotionServerIDsToLocalIDs ( const [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & LocalRootMotionToMatchWith, [FRootMotionSourceGroup](API\Runtime\Engine\GameFramework\FRootMotionSourceGroup) & InOutServerRootMotion, float TimeStamp )


description: Checks if new capsule size fits (no encroachment), and call CharacterOwner->OnStartCrouch() if successful. In general you should set bWantsToCrouch instead to have the crouch persist during movement, or just use the crouch functions on the owning Character.

code: virtual void Crouch ( bool bClientSimulation )


description: Reduces former base velocity according to FormerBaseVelocityDecayHalfLife

code: void DecayFormerBaseVelocity ( float deltaTime )


className: DefaultGravityDirection

description: The default direction that gravity points for movement simulation.

code: static const FVector DefaultGravityDirection = FVector(0.0, 0.0, -1.0);


description: Make movement impossible (sets movement mode to MOVE_None).

code: virtual void DisableMovement()


description: Draw important variables on canvas. Character will callDisplayDebug()on the current ViewTarget when the ShowDebug exec is used

code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description:
Perform jump. Called by Character when a jump has been detected because Character->bPressedJump was true. Checks Character->CanJump(). Note that you should usually trigger a jump through Character::Jump() instead.
True if the jump was triggered successfully.

code: virtual bool DoJump ( bool bReplayingMoves )


className: ERootMotionMapping

description: Collection of the most recent ID mappings

code: enum ERootMotionMapping { MapSize = 16, }


description: Prepare inputs for asynchronous simulation on physics thread

code: virtual void FillAsyncInput ( const FVector & InputVector, [FCharacterMovementComponentAsyncInput](API\Runtime\Engine\FCharacterMovementComponentAsync-_1) & AsyncInput )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Performs trace for ProjectLocationFromNavMesh

code: virtual void FindBestNavMeshLocation ( const FVector & TraceStart, const FVector & TraceEnd, const FVector & CurrentFeetLocation, const FVector & TargetNavLocation, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHitResult ) const


description: Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch ifShouldComputePerchResult()returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule!

code: virtual void FindFloor ( const FVector & CapsuleLocation, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OutFloorResult, bool bCanUseCachedLocation, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * DownwardSweepResult ) const


description:
Project a location to navmesh to find adjusted height.
True if projection was performed (successfully or not)

code: virtual bool FindNavFloor ( const FVector & TestLocation, [FNavLocation](API\Runtime\Engine\AI\Navigation\FNavLocation) & NavFloorLocation ) const


description: Get as close to waterline as possible, staying on same side as currently.

code: FVector FindWaterLine ( FVector Start, FVector End )


description:
Sweep against the world and return the first blocking hit. Intended for tests against the floor, because it may change the result of impacts on the lower area of the test (especially if bUseFlatBaseForFloorChecks is true).
True if OutHit contains a blocking hit entry.

code: virtual bool FloorSweepTest ( struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) & OutHit, const FVector & Start, const FVector & End, ECollisionChannel TraceChannel, const struct [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const struct [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const struct [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const


description: Force a client adjustment. Resets ServerLastClientAdjustmentTime.

code: void ForceClientAdjustment()


description:
(Server) Trigger a position update on clients, if the server hasn't heard from them in a while.
Whether movement is performed.

code: virtual bool ForcePositionUpdate ( float DeltaTime )


description: Force a client update by making it appear on the server that the client hasn't updated in a long time.

code: virtual void ForceReplicationUpdate()


description: GetFallingLateralAcceleration()

code: virtual FVector GetAirControl ( float DeltaTime, float TickAirControl, const FVector & FallAcceleration )


description: Returns modifier [0..1] based on the magnitude of the last input vector, which is used to modify the acceleration and max speed during movement.

code: float GetAnalogInputModifier() const


description: This actor's avoidance group mask

code: virtual int32 GetAvoidanceGroupMask()


description: Can be overridden to choose to jump based on character velocity, base actor dimensions, etc.

code: virtual FVector GetBestDirectionOffActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * BaseActor ) const


description: Get the Character that owns UpdatedComponent.

code: [ACharacter](API\Runtime\Engine\GameFramework\ACharacter) * GetCharacterOwner() const


description: Determine minimum delay between sending client updates to the server. If updates occur more frequently this than this time, moves may be combined delayed.

code: virtual float GetClientNetSendDeltaTime ( const [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PC, const [FNetworkPredictionData_Client_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Client_Ch-) * ClientData, const FSavedMovePtr & NewMove ) const


description: Returns the collision half-height when crouching (component scale is applied separately)

code: float GetCrouchedHalfHeight() const


description: Returns current acceleration, computed from input vector each update.

code: FVector GetCurrentAcceleration() const


description: Current move data being processed or handled. This is set before MoveAutonomous (for replayed moves and server moves), and cleared thereafter. Useful for being able to access custom movement data during internal movement functions such asMoveAutonomous()orUpdateFromCompressedFlags()to be able to maintain backwards API compatibility.


description: :ClientUpdatePositionAfterServerUpdate

code: const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * GetCurrentReplayedSavedMove() const


description: Returns how far to rotate character during the time interval DeltaTime.

code: virtual FRotator GetDeltaRotation ( float DeltaTime ) const


description:
Get the lateral acceleration to use during falling movement. The Z component of the result is ignored. Default implementation returns current Acceleration value modified byGetAirControl(), with Z component removed, with magnitude clamped toGetMaxAcceleration(). This function is used internally byPhysFalling().
Acceleration to use during falling movement.

code: virtual FVector GetFallingLateralAcceleration ( float DeltaTime )


description: Returns the current gravity direction.

code: FVector GetGravityDirection() const


description: Returns a quaternion transforming from gravity to world space.


description: Returns gravity that affects this component

code: virtual float GetGravityZ() const


description: If we have a movement base, get the velocity that should be imparted by that base, usually when jumping off of it. Only applies the components of the velocity enabled by bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ.

code: virtual FVector GetImpartedMovementBaseVelocity() const


description: SetGroundMovementMode()


description: Agent groups to avoid mask

code: virtual int32 GetGroupsToAvoidMask()


description: Agent groups to ignore

code: virtual int32 GetGroupsToIgnoreMask()


description: Returns the location at the end of the last tick.

code: FVector GetLastUpdateLocation() const


description: Returns the rotation Quat at the end of the last tick.

code: FQuat GetLastUpdateQuat() const


description: Returns velocity requested by path following


description: Returns the rotation at the end of the last tick.

code: FRotator GetLastUpdateRotation() const


description: Returns the velocity at the end of the last tick.

code: FVector GetLastUpdateVelocity() const


description: Returns maximum acceleration for the current state.

code: virtual float GetMaxAcceleration() const


description: new delta which moves along the ledge

code: virtual FVector GetLedgeMove ( const FVector & OldLocation, const FVector & Delta, const FVector & GravDir ) const


description: Returns maximum deceleration for the current state when braking (ie when there is no acceleration).

code: virtual float GetMaxBrakingDeceleration() const


description: Compute the max jump height based on the JumpZVelocity velocity and gravity. This does take into account the CharacterOwner's MaxJumpHoldTime.

code: virtual float GetMaxJumpHeightWithJumpTime() const


description: Compute the max jump height based on the JumpZVelocity velocity and gravity. This does not take into account the CharacterOwner's MaxJumpHoldTime.

code: virtual float GetMaxJumpHeight() const


description: Returns maximum speed of component in current movement mode.

code: virtual float GetMaxSpeed() const


code: virtual float GetMinAnalogSpeed() const


description: Return PrimitiveComponent we are based on (standing and walking on).

code: [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * GetMovementBase() const


description: Returns MovementMode string

code: virtual [FString](API\Runtime\Core\Containers\FString) GetMovementName() const


description: ServerSendMoveResponse().


description: Get Navigation data for the Character. Returns null if there is no associated nav data.

code: const [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface) * GetNavData() const


description: Generate a random angle in degrees that is approximately equal between client and server. Note that in networked games this result changes with low frequency and has a low period, so should not be used for frequent randomization.

code: virtual float GetNetworkSafeRandomAngleDegrees() const


description: SetNetworkMoveDataContainer()


description: Returns braking distance for acceleration driven path following

code: virtual float GetPathFollowingBrakingDistance ( float MaxSpeed ) const


description:
Get the collision shape for the Pawn owner, possibly reduced in size depending on ShrinkMode.
The capsule extent of the Pawn owner, possibly reduced in size depending on ShrinkMode.

code: [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) GetPawnCapsuleCollisionShape ( const EShrinkCapsuleExtent ShrinkMode, const float CustomShrinkAmount ) const


description:
Get the capsule extent for the Pawn owner, possibly reduced in size depending on ShrinkMode.
The capsule extent of the Pawn owner, possibly reduced in size depending on ShrinkMode.

code: FVector GetPawnCapsuleExtent ( const EShrinkCapsuleExtent ShrinkMode, const float CustomShrinkAmount ) const


description: Overridden to enforce max distances based on hit geometry.

code: virtual FVector GetPenetrationAdjustment ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Returns The distance from the edge of the capsule within which we don't allow the character to perch on the edge of a surface.

code: float GetPerchRadiusThreshold() const


description: Get prediction data for a client game. Should not be used if not running as a client. Allocates the data on demand and can be overridden to allocate a custom override if desired. Result must be aFNetworkPredictionData_Client_Character.

code: virtual [FNetworkPredictionData_Client](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Client) * GetPredictionData_Client() const


description: Get prediction data for a server game. Should not be used if not running as a server. Allocates the data on demand and can be overridden to allocate a custom override if desired. Result must be aFNetworkPredictionData_Server_Character.

code: virtual [FNetworkPredictionData_Server](API\Runtime\Engine\Interfaces\FNetworkPredictionData_Server) * GetPredictionData_Server() const


description: Get a RootMotionSource from current root motion by ID

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > GetRootMotionSourceByID ( uint16 RootMotionSourceID )


description: Get a RootMotionSource from current root motion by name

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) > GetRootMotionSource ( [FName](API\Runtime\Core\UObject\FName) InstanceName )


description: The scaled collider radius to consider for RVO avoidance


description: Get the Location from where the RVO avoidance should originate

code: virtual FVector GetRVOAvoidanceOrigin()


description: The scaled collider height to consider for RVO avoidance

code: virtual float GetRVOAvoidanceHeight()


code: virtual float GetRVOAvoidanceRadius()


description: ENDIRVOAvoidanceInterfacea shortcut function to be called instead of GetRVOAvoidanceUID when callee knows it's dealing with a char movement comp

code: int32 GetRVOAvoidanceUIDFast() const


description: Return the AvoidanceUID assigned by the Avoidance Manager during registration

code: virtual int32 GetRVOAvoidanceUID()


description: Returns the AvoidanceWeight assigned by the Avoidance Manager during registration

code: virtual float GetRVOAvoidanceWeight()


description: Get the value of ServerLastTransformUpdateTimeStamp.


description: MaxSimulationIterations

code: float GetSimulationTimeStep ( float RemainingTime, int32 Iterations ) const


description: When moving the character, we should inform physics as to whether we are teleporting. This allows physics to avoid injecting forces into simulations from client corrections (etc.)

code: ETeleportType GetTeleportType() const


description: Returns the radius within which we can stand on the edge of a surface without falling (if this is a walkable surface). Simply computed as the capsule radius minus the result ofGetPerchRadiusThreshold().

code: float GetValidPerchRadius() const


description: Get the max angle in degrees of a walkable surface for the character.

code: float GetWalkableFloorAngle() const


description: Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.

code: float GetWalkableFloorZ() const


description: Returns a quaternion transforming from world to gravity space.


description: Handle a pending launch during an update. Returns true if the launch was triggered.

code: virtual bool HandlePendingLaunch()


description: Handle a blocking impact. Calls ApplyImpactPhysicsForces for the hit, if bEnablePhysicsInteraction is true.

code: virtual void HandleImpact ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float TimeSlice, const FVector & MoveDelta )


code: virtual FVector HandleSlopeBoosting ( const FVector & SlideResult, const FVector & Delta, const float Time, const FVector & Normal, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Allow custom handling when character hits a wall while swimming.

code: virtual void HandleSwimmingWallHit ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float DeltaTime )


description: Returns true if we have Root Motion from animation to use inPerformMovement()physics. Not valid outside of the scope of that function. Since RootMotion is extracted and used in it.

code: bool HasAnimRootMotion() const


description: Whether the gravity direction is different from UCharacterMovementComponent::DefaultGravityDirection.

code: bool HasCustomGravity() const


description: Accessor to check if there is already client data, without potentially allocating it on demand.

code: virtual bool HasPredictionData_Client() const


description: Accessor to check if there is already server data, without potentially allocating it on demand.

code: virtual bool HasPredictionData_Server() const


description: Return true if we have a valid CharacterOwner and UpdatedComponent.

code: virtual bool HasValidData() const


description: Root Motion

code: bool HasRootMotionSources() const


description:
Determine how deep in water the character is immersed.
float in range 0.0 = not in water, 1.0 = fully immersed

code: virtual float ImmersionDepth() const


description: The velocity of the avoiding entity


code: virtual bool IsAsyncCallbackRegistered() const


description: VerifyClientTimeStamp

code: bool IsClientTimeStampValid ( float TimeStamp, const [FNetworkPredictionData_Server_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Server_Ch-) & ServerData, bool & bTimeStampResetDetected ) const


description: Returns true if currently crouching

code: virtual bool IsCrouching() const


description: Returns true if currently falling (not flying, in a non-fluid volume, and not on the ground)

code: virtual bool IsFalling() const


description: Trigger OnWalkingOffLedge event on CharacterOwner.

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


description: Returns true if currently flying (moving through a non-fluid volume without resting on the ground)

code: virtual bool IsFlying() const


description: bMovementInProgress

code: bool IsMovementInProgress() const


description: Returns true if currently swimming (moving through a fluid volume)

code: virtual bool IsSwimming() const


description: Returns true if currently moving on the ground (e.g. walking or driving)

code: virtual bool IsMovingOnGround() const


description: Verify that the supplied hit result is a valid landing spot when falling.

code: virtual bool IsValidLandingSpot ( const FVector & CapsuleLocation, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Return true if the hit result should be considered a walkable surface for the character.

code: virtual bool IsWalkable ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: Returns true if the character is in the 'Walking' movement mode.

code: bool IsWalking() const


description: Return true if the 2D distance to the impact point is inside the edge tolerance (CapsuleRadius minus a small rejection threshold). Useful for rejecting adjacent hits when finding a floor or landing spot.

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


description: Force this pawn to bounce off its current base, which isn't an acceptable base for it.

code: virtual void JumpOff ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MovementBaseActor )


description: Compute distance to the floor from bottom sphere of capsule and store the result in FloorResult. This distance is the swept distance of the capsule to the first point impacted by the lower hemisphere, or distance from the bottom of the capsule in the case of a line trace. This function does not care if collision is disabled on the capsule (unlike FindFloor).

code: virtual void K2_ComputeFloorDist ( FVector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & FloorResult ) const


description: Sweeps a vertical trace to find the floor for the capsule at the given location. Will attempt to perch ifShouldComputePerchResult()returns true for the downward sweep result. No floor will be found if collision is disabled on the capsule!

code: virtual void K2_FindFloor ( FVector CapsuleLocation, [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & FloorResult ) const


description: Jump onto shore from water

code: virtual void JumpOutOfWater ( FVector WallNormal )


description: Get the max angle in degrees of a walkable surface for the character.

code: float K2_GetWalkableFloorAngle() const


description: Get the Z component of the normal of the steepest walkable surface for the character. Any lower than this and it is not walkable.

code: float K2_GetWalkableFloorZ() const


description: Queue a pending launch with velocity LaunchVel.

code: virtual void Launch ( FVector const & LaunchVel )


description: PhysFalling()

code: virtual FVector LimitAirControl ( float DeltaTime, const FVector & FallAcceleration, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult, bool bCheckForValidLandingSpot )


description: Adjusts velocity when walking so that Z velocity is zero. When bMaintainHorizontalGroundVelocity is false, also rescales the velocity vector to maintain the original magnitude, but in the horizontal direction.


description: Maximum acceptable distance for Character capsule to float above floor when walking.

code: static const float MAX_FLOOR_DIST = 2.4f;


description: CallSaveBaseLocation()if not deferring updates (bDeferUpdateBasedMovement is false).

code: virtual void MaybeSaveBaseLocation()


description: Update or defer updating of position based on Base movement

code: virtual void MaybeUpdateBasedMovement ( float DeltaSeconds )


description: Minimum acceptable distance for Character capsule to float above floor when walking.

code: static const float MIN_FLOOR_DIST = 1.9f;


description: Minimum delta time considered when ticking. Delta times below this are not considered. This is a very small non-zero value to avoid potential divide-by-zero in simulation code.

code: static const float MIN_TICK_TIME = 1e-6f;


description: Move along the floor, using CurrentFloor andComputeGroundMovementDelta()to get a movement direction. If a second walkable surface is hit, it will also be moved along using the same approach.

code: virtual void MoveAlongFloor ( const FVector & InVelocity, float DeltaSeconds, [FStepDownResult](API\Runtime\Engine\FStepDownResult) * OutStepDownResult )


description: Sends a move response from the server to the client (through character to avoid component RPC overhead), eventually callingMoveResponsePacked_ClientReceive()on the client.

code: void MoveResponsePacked_ServerSend ( const [FCharacterMoveResponsePackedBits](API\Runtime\Engine\GameFramework\FCharacterMoveResponsePackedBits) & PackedBits )


description: Process a move at the given time stamp, given the compressed flags representing various events that occurred (ie jump).

code: virtual void MoveAutonomous ( float ClientTimeStamp, float DeltaTime, uint8 CompressedFlags, const FVector & NewAccel )


description: Moves along the given movement direction using simple movement rules based on the current movement mode (usually used by simulated proxies).

code: virtual void MoveSmooth ( const FVector & InVelocity, const float DeltaSeconds, [FStepDownResult](API\Runtime\Engine\FStepDownResult) * OutStepDownResult )


description: On the client, receives a packed move response from the server, unpacks it by serializing into the MoveResponseContainer fromGetMoveResponseDataContainer(), and passes the data container toClientHandleMoveResponse().

code: void MoveResponsePacked_ClientReceive ( const [FCharacterMoveResponsePackedBits](API\Runtime\Engine\GameFramework\FCharacterMoveResponsePackedBits) & PackedBits )


description: Compute new falling velocity from given velocity and gravity. Applies the limits of the current Physics Volume's TerminalVelocity.

code: virtual FVector NewFallVelocity ( const FVector & InitialVelocity, const FVector & Gravity, float DeltaTime ) const


description: Notify of collision in case we want to react, such as waking up avoidance or pathing code.

code: virtual void NotifyBumpedPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * BumpedPawn )


description: Called if bNotifyApex is true and character has just passed the apex of its jump.

code: virtual void NotifyJumpApex()


description: Notification that the character is stuck in geometry. Only called during walking movement.

code: virtual void OnCharacterStuckInGeometry ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) * Hit )


description: Event notification when client receives correction data from the server, before applying the data. Base implementation logs relevant data and draws debug info if "p.NetShowCorrections" is not equal to 0.

code: virtual void OnClientCorrectionReceived ( class [FNetworkPredictionData_Client_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Client_Ch-) & ClientData, float TimeStamp, FVector NewLocation, FVector NewVelocity, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, [FName](API\Runtime\Core\UObject\FName) NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, uint8 ServerMovementMode, FVector ServerGravityDirection )


description: Called byUCharacterMovementComponent::VerifyClientTimeStamp()when a client timestamp reset has been detected and is valid.


description: Called after MovementMode has changed. Base implementation does special handling for starting certain modes, then notifies the CharacterOwner.

code: virtual void OnMovementModeChanged ( EMovementMode PreviousMovementMode, uint8 PreviousCustomMode )


description: Event triggered at the end of a movement update. If scoped movement updates are enabled (bEnableScopedMovementUpdates), this is within such a scope. If that is not desired, bind to the CharacterOwner's OnMovementUpdated event instead, as that is triggered after the scoped movement update.

code: virtual void OnMovementUpdated ( float DeltaSeconds, const FVector & OldLocation, const FVector & OldVelocity )


description: Overridden to update component properties that should be updated while being edited.

code: virtual void OnRegister()


description: Called during ApplyRootMotionSource call, useful for project-specific alerts for "something is about to be altering our movement"

code: virtual void OnRootMotionSourceBeingApplied ( const [FRootMotionSource](API\Runtime\Engine\GameFramework\FRootMotionSource) * Source )


description: Called by owning Character upon successful teleport fromAActor::TeleportTo().

code: virtual void OnTeleported()


description: Event triggered when we are moving on a base but we are not able to move the full DeltaPosition because something has blocked us. Note: MoveComponentFlags includes the flag to ignore the movement base while this event is fired.

code: virtual void OnUnableToFollowBaseMove ( const FVector & DeltaPosition, const FVector & OldLocation, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & MoveOnBaseHit )


description: Called byUCharacterMovementComponent::ProcessClientTimeStampForTimeDiscrepancy()(on server) when the time from client moves significantly differs from the server time, indicating potential time manipulation by clients (speed hacks, significant network issues, client performance problems)

code: virtual void OnTimeDiscrepancyDetected ( float CurrentTimeDiscrepancy, float LifetimeRawTimeDiscrepancy, float Lifetime, float CurrentMoveError )


code: virtual uint8 PackNetworkMovementMode() const


code: static uint32 PackYawAndPitchTo32 ( const float Yaw, const float Pitch )


description: RequestDirectMove()

code: virtual void PerformAirControlForPathFollowing ( FVector Direction, float ZDiff )


description: Movement functions broken out based on owner's network Role. TickComponent calls the correct version based on the Role. These may be called during move playback and correction during network updates.Perform movement on an autonomous client

code: virtual void PerformMovement ( float DeltaTime )


description: Movement update functions should only be called throughStartNewPhysics()

code: virtual void PhysCustom ( float deltaTime, int32 Iterations )


description: Handle falling movement.

code: virtual void PhysFalling ( float deltaTime, int32 Iterations )


code: virtual void PhysFlying ( float deltaTime, int32 Iterations )


description: Perform rotation over deltaTime

code: virtual void PhysicsRotation ( float DeltaTime )


description: Delegate when PhysicsVolume of UpdatedComponent has been changed

code: virtual void PhysicsVolumeChanged ( class [APhysicsVolume](API\Runtime\Engine\GameFramework\APhysicsVolume) * NewVolume )


code: virtual void PhysNavWalking ( float deltaTime, int32 Iterations )


code: virtual void PhysSwimming ( float deltaTime, int32 Iterations )


code: virtual void PhysWalking ( float deltaTime, int32 Iterations )


code: virtual void PostBuildAsyncInput()


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Tick function called after physics (sync scene) has finished simulation, before cloth

code: virtual void PostPhysicsTickComponent ( float DeltaTime, [FCharacterMovementComponentPostPhysicsTickFunction](API\Runtime\Engine\GameFramework\FCharacterMoveme-) & ThisTickFunction )


description: Allows modifing avoidance velocity, called when bUseRVOPostProcess is set

code: virtual void PostProcessAvoidanceVelocity ( FVector & NewVelocity )


description: Tick function called before physics

code: virtual void PrePhysicsTickComponent ( float DeltaTime, [FCharacterMovementComponentPrePhysicsTickFunction](API\Runtime\Engine\GameFramework\FCharacterMoveme-_1) & ThisTickFunction )


description: Processes client timestamps from ServerMoves, detects and protects against time discrepancy between client-reported times and server time Called byUCharacterMovementComponent::VerifyClientTimeStamp()for valid timestamps.

code: virtual void ProcessClientTimeStampForTimeDiscrepancy ( float ClientTimeStamp, [FNetworkPredictionData_Server_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Server_Ch-) & ServerData )


description: Handle landing against Hit surface over remaingTime and iterations, callingSetPostLandedPhysics()and starting the new movement mode.

code: virtual void ProcessLanded ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, float remainingTime, int32 Iterations )


description: Attempts to better align navmesh walking characters with underlying geometry (sometimes navmesh can differ quite significantly from geometry). Updates CachedProjectedNavMeshHitResult, access this for more info about hits.

code: virtual FVector ProjectLocationFromNavMesh ( float DeltaSeconds, const FVector & CurrentFeetLocation, const FVector & TargetNavLocation, float UpOffset, float DownOffset )


description: Register async callback with physics system.

code: virtual void RegisterAsyncCallback()


description: Virtual call chain to register all tick functions

code: virtual void RegisterComponentTickFunctions ( bool bRegister )


description: Remove a RootMotionSource from current root motion by name

code: void RemoveRootMotionSource ( [FName](API\Runtime\Core\UObject\FName) InstanceName )


description: Remove a RootMotionSource from current root motion by ID

code: void RemoveRootMotionSourceByID ( uint16 RootMotionSourceID )


description: WhenTickComponent()is called on the client again, if bUpdatePosition is true, the client will call ClientUpdatePosition() before callingPerformMovement(). ClientUpdatePosition() replays all the moves in the pending move list which occurred after the timestamp of the move the server was adjusting.Perform local movement and send the move to the server.

code: virtual void ReplicateMoveToServer ( float DeltaTime, const FVector & NewAcceleration )


description: Path following: request new velocity

code: virtual void RequestDirectMove ( const FVector & MoveVelocity, bool bForceMaxSpeed )


description: UNavMovementComponentoverride for input operations.

code: virtual void RequestPathMove ( const FVector & MoveInput )


description: Resets client prediction data.


description: Resets server prediction data.


description: Overridden to set bJustTeleported to true, so we don't make incorrect velocity calculations based on adjusted movement.

code: virtual bool ResolvePenetrationImpl ( const FVector & Adjustment, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FQuat & NewRotation )


description: Restores Velocity to LastPreAdditiveVelocity during Root Motion Phys*() function calls


description: Revert to previous position OldLocation, return to being based on OldBase. if bFailMove, stop movement and notify controller

code: void RevertMove ( const FVector & OldLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OldBase, const FVector & InOldBaseLocation, const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, bool bFailMove )


description: Rotate a vector from world to gravity space.

code: FVector RotateGravityToWorld ( const FVector & World ) const


description: Rotate a vector gravity to world space.

code: FVector RotateWorldToGravity ( const FVector & Gravity ) const


description: Round acceleration, for better consistency and lower bandwidth in networked games.

code: virtual FVector RoundAcceleration ( FVector InAccel ) const


description: Update OldBaseLocation and OldBaseQuat if there is a valid movement base, and store the relative location/rotation if necessary. Ignores bDeferUpdateBasedMovement and forces the update.

code: virtual void SaveBaseLocation()


description: Scale input acceleration, based on movement acceleration rate.

code: virtual FVector ScaleInputAcceleration ( const FVector & InputAcceleration ) const


description: Server hook.

code: virtual void SendClientAdjustment()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Special Tick to allow custom server-side functionality on Autonomous Proxies. Called for all remote APs, including APs controlled on Listen Servers such as the hosting player's Character. If full server-side control is desired, you may need to override ControlledCharacterMove as well.

code: virtual void ServerAutonomousProxyTick ( float DeltaSeconds )


description: ServerMoveHandleClientError()

code: virtual bool ServerCheckClientError ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & ClientWorldLocation, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Check position error withinServerCheckClientError(). Set bNetworkLargeClientCorrection to true if the correction should be prioritized (delayed less in SendClientAdjustment).

code: virtual bool ServerExceedsAllowablePositionError ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & ClientWorldLocation, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server - contains client movement and view info. Calls either CharacterOwner->ServerMove()or CharacterOwner->ServerMoveNoBase() depending on whehter ClientMovementBase is null.

code: virtual void ServerMove ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server - contains client movement and view info for two moves. Calls either CharacterOwner->ServerMoveDual()or CharacterOwner->ServerMoveDualNoBase() depending on whehter ClientMovementBase is null.

code: virtual void ServerMoveDual ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Replicated function sent by client to server - contains client movement and view info for two moves. First move is non root motion, second is root motion.

code: virtual void ServerMoveDualHybridRootMotion ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: virtual void ServerMoveDualHybridRootMotion_Implementation ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: virtual bool ServerMoveDualHybridRootMotion_Validate ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: virtual void ServerMoveDual_Implementation ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


code: virtual bool ServerMoveDual_Validate ( float TimeStamp0, FVector_NetQuantize10 InAccel0, uint8 PendingFlags, uint32 View0, float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 NewFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: ServerCheckClientError()

code: virtual void ServerMoveHandleClientError ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Resending an (important) old move. Process it if not already processed.

code: virtual void ServerMoveOld ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


code: virtual void ServerMoveOld_Implementation ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


code: virtual bool ServerMoveOld_Validate ( float OldTimeStamp, FVector_NetQuantize10 OldAccel, uint8 OldMoveFlags )


description: CallServerMovePacked()

code: void ServerMovePacked_ClientSend ( const [FCharacterServerMovePackedBits](API\Runtime\Engine\GameFramework\FCharacterServerMovePackedBits) & PackedBits )


description: On the server, receives packed move data from the Character RPC, unpacks them into theFCharacterNetworkMoveDataContainerreturned fromGetNetworkMoveDataContainer(), and passes the data container toServerMove_HandleMoveData().

code: void ServerMovePacked_ServerReceive ( const [FCharacterServerMovePackedBits](API\Runtime\Engine\GameFramework\FCharacterServerMovePackedBits) & PackedBits )


description: Handle movement data after it's unpacked from theServerMovePacked_ServerReceive()call. Default implementation passes through toServerMove_PerformMovement(), which may be called twice in the case of a "dual move", and one additional time for an "old important move".

code: virtual void ServerMove_HandleMoveData ( const [FCharacterNetworkMoveDataContainer](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveDataContain-) & MoveDataContainer )


code: virtual void ServerMove_Implementation ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Check timestamps, generate a delta time, and pass through movement params to MoveAutonomous. Error checking is optionally done on the final location, compared to 'ClientLoc'. TheFCharacterNetworkMoveDataparameter to this function is also the same returned byGetCurrentNetworkMoveData(), to assist in migration of code that may want to access the data without changing function signatures. (Note: this is similar to "ServerMove_Implementation" in legacy versions).

code: virtual void ServerMove_PerformMovement ( const [FCharacterNetworkMoveData](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData) & MoveData )


code: virtual bool ServerMove_Validate ( float TimeStamp, FVector_NetQuantize10 InAccel, FVector_NetQuantize100 ClientLoc, uint8 CompressedMoveFlags, uint8 ClientRoll, uint32 View, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: On the server, sends a packed move response to the client. First theFCharacterMoveResponseDataContainerfromGetMoveResponseDataContainer()is filled in with ServerFillResponseData(). Then this data is serialized to a bit stream that is sent to the client viaMoveResponsePacked_ServerSend().

code: void ServerSendMoveResponse ( const [FClientAdjustment](API\Runtime\Engine\GameFramework\FClientAdjustment) & PendingAdjustment )


code: void SetAvoidanceGroupMask ( const [FNavAvoidanceMask](API\Runtime\Engine\AI\Navigation\FNavAvoidanceMask) & GroupMask )


description: IfServerCheckClientError()does not find an error, this determines if the server should also copy the client's movement params rather than keep the server sim result.

code: virtual bool ServerShouldUseAuthoritativePosition ( float ClientTimeStamp, float DeltaTime, const FVector & Accel, const FVector & ClientWorldLocation, const FVector & RelativeClientLocation, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * ClientMovementBase, [FName](API\Runtime\Core\UObject\FName) ClientBaseBoneName, uint8 ClientMovementMode )


description: Store the avoidance group mask

code: virtual void SetAvoidanceGroupMask ( int32 GroupFlags )


code: void SetAvoidanceGroup ( int32 GroupFlags )


description: Lock avoidance velocity

code: void SetAvoidanceVelocityLock ( class [UAvoidanceManager](API\Runtime\Engine\AI\Navigation\UAvoidanceManager) * Avoidance, float Duration )


description: Update the base of the character, which is the PrimitiveComponent we are standing on.

code: virtual void SetBase ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * NewBase, const [FName](API\Runtime\Core\UObject\FName) BoneName, bool bNotifyActor )


description: Change avoidance state and registers in RVO manager if needed

code: void SetAvoidanceEnabled ( bool bEnable )


description: Sets collision half-height when crouching and updates dependent computations

code: void SetCrouchedHalfHeight ( const float NewValue )


description: Update the base of the character, using the given floor result if it is walkable, or null if not. CallsSetBase().

code: void SetBaseFromFloor ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & FloorResult )


description: GetCurrentNetworkMoveData()

code: void SetCurrentNetworkMoveData ( [FCharacterNetworkMoveData](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveData) * CurrentData )


description: :ClientUpdatePositionAfterServerUpdate

code: void SetCurrentReplayedSavedMove ( [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * SavedMove )


description: Set movement mode to the default based on the current physics volume.

code: virtual void SetDefaultMovementMode()


description: Set a custom, local gravity direction to use during movement simulation. The gravity direction must be synchronized by external systems between the autonomous and authority processes. The gravity direction will be corrected as part of movement corrections should the movement state diverge. SetGravityDirection is responsible for initializing cached values used to tranform to from gravity relative space.

code: virtual void SetGravityDirection ( const FVector & GravityDir )


description: GroundMovementMode

code: void SetGroundMovementMode ( EMovementMode NewGroundMovementMode )


code: void SetGroupsToAvoid ( int32 GroupFlags )


code: void SetGroupsToAvoidMask ( const [FNavAvoidanceMask](API\Runtime\Engine\AI\Navigation\FNavAvoidanceMask) & GroupMask )


description: Store the groups to avoid mask

code: virtual void SetGroupsToAvoidMask ( int32 GroupFlags )


code: void SetGroupsToIgnoreMask ( const [FNavAvoidanceMask](API\Runtime\Engine\AI\Navigation\FNavAvoidanceMask) & GroupMask )


description: Change movement mode.

code: virtual void SetMovementMode ( EMovementMode NewMovementMode, uint8 NewCustomMode )


description: Store the groups to ignore mask

code: virtual void SetGroupsToIgnoreMask ( int32 GroupFlags )


description: Switch collision settings for NavWalking mode (ignore world collisions)

code: virtual void SetNavWalkingPhysics ( bool bEnable )


description: GetMoveResponseDataContainer()

code: void SetMoveResponseDataContainer ( [FCharacterMoveResponseDataContainer](API\Runtime\Engine\GameFramework\FCharacterMoveResponseDataContai-) & PersistentDataStorage )


code: void SetNetworkMoveDataContainer ( [FCharacterNetworkMoveDataContainer](API\Runtime\Engine\GameFramework\FCharacterNetworkMoveDataContain-) & PersistentDataStorage )


description: Use new physics after landing. Defaults to swimming if in water, walking otherwise.

code: virtual void SetPostLandedPhysics ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: BEGINIRVOAvoidanceInterface

code: virtual void SetRVOAvoidanceUID ( int32 UID )


code: void SetGroupsToIgnore ( int32 GroupFlags )


description: Store the AvoidanceWeight generated by the Avoidance Manager

code: virtual void SetRVOAvoidanceWeight ( float Weight )


description: Overridden to only allow registration with components owned by a Pawn.

code: virtual void SetUpdatedComponent ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * NewUpdatedComponent )


description: Set the max angle in degrees of a walkable surface for the character. Also computes WalkableFloorZ.

code: void SetWalkableFloorAngle ( float InWalkableFloorAngle )


description: Set the Z component of the normal of the steepest walkable surface for the character. Also computes WalkableFloorAngle.

code: void SetWalkableFloorZ ( float InWalkableFloorZ )


description: On the server if we know we are having our replication rate throttled, this method checks if important replicated properties have changed that should cause us to return to the normal replication rate.

code: virtual bool ShouldCancelAdaptiveReplication() const


description:
Whether Character should go into falling mode when walking and changing position, based on an old and new floor result (both of which are considered walkable). Default implementation always returns false.
true if Character should start falling

code: virtual bool ShouldCatchAir ( const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & OldFloor, const [FFindFloorResult](API\Runtime\Engine\FFindFloorResult) & NewFloor )


description: Determine whether we should try to find a valid landing spot after an impact with an invalid one (based on the Hit result). For example, landing on the lower portion of the capsule on the edge of geometry may be a walkable surface, but could have reported an unwalkable impact normal.

code: virtual bool ShouldCheckForValidLandingSpot ( float DeltaTime, const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit ) const


description: When a character requests a velocity (like when following a path), this method returns true if when we should compute the acceleration toward requested velocity (including friction). If it returns false, it will snap instantly to requested velocity.

code: virtual bool ShouldComputeAccelerationToReachRequestedVelocity ( const float RequestedSpeed ) const


description: Returns if the character rotation should be corrected on clients when sending a server move response correction.

code: virtual bool ShouldCorrectRotation() const


description: ComputePerchResult

code: virtual bool ShouldComputePerchResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & InHit, bool bCheckRadius ) const


description:
Determine whether the Character should jump when exiting water.
true if Pawn should jump out of water

code: virtual bool ShouldJumpOutOfWater ( FVector & JumpDir )


description: PhysFalling()

code: virtual bool ShouldLimitAirControl ( float DeltaTime, const FVector & FallAcceleration ) const


description: Whether Character should perform air control via PerformAirControlForPathFollowing when falling and following a path at the same time Default implementation always returns true during MOVE_Falling.

code: virtual bool ShouldPerformAirControlForPathFollowing() const


description: If true, DesiredRotation will be restricted to only Yaw component inPhysicsRotation()

code: virtual bool ShouldRemainVertical() const


description: Determines whether to use packed movement RPCs with variable length payloads, or legacy code which has multiple functions required for different situations. The default implementation checks the console variable "p.NetUsePackedMovementRPCs" and returns true if it is non-zero.

code: virtual bool ShouldUsePackedMovementRPCs() const


description: Special Tick for Simulated Proxies

code: virtual void SimulatedTick ( float DeltaSeconds )


description: Simulate movement on a non-owning client. Called bySimulatedTick().

code: virtual void SimulateMovement ( float DeltaTime )


description: Simulate Root Motion physics on Simulated Proxies

code: void SimulateRootMotion ( float DeltaSeconds, const FTransform & LocalRootMotionTransform )


description: Custom version of SlideAlongSurface that handles different movement modes separately; namely during walking physics we might not want to slide up slopes.

code: virtual float SlideAlongSurface ( const FVector & Delta, float Time, const FVector & Normal, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, bool bHandleImpact )


description: Update interpolation values for client smoothing. Does not change actual mesh location. Sets bNetworkSmoothingComplete to true when the interpolation reaches the target.

code: void SmoothClientPosition_Interpolate ( float DeltaSeconds )


description: Smooth mesh location for network interpolation, based on values set up by SmoothCorrection. Internally this simply callsSmoothClientPosition_Interpolate()thenSmoothClientPosition_UpdateVisuals(). This function is not called when bNetworkSmoothingComplete is true.

code: virtual void SmoothClientPosition ( float DeltaSeconds )


description: Update mesh location based on interpolated values.


description: React to new transform from network update. Sets bNetworkSmoothingComplete to false to ensure future smoothing updates. IMPORTANT: It is expected that this function triggers any movement/transform updates to match the network update if desired.

code: virtual void SmoothCorrection ( const FVector & OldLocation, const FQuat & OldRotation, const FVector & NewLocation, const FQuat & NewRotation )


description: Transition from walking to falling

code: virtual void StartFalling ( int32 Iterations, float remainingTime, float timeTick, const FVector & Delta, const FVector & subLoc )


description: Changes physics based on MovementMode

code: virtual void StartNewPhysics ( float deltaTime, int32 Iterations )


description: Handle start swimming functionality

code: virtual void StartSwimming ( FVector OldLocation, FVector OldVelocity, float timeTick, float remainingTime, int32 Iterations )


description:
Move up steps or slope. Does nothing and returns false if CanStepUp(Hit) returns false.
true if the step up was successful.

code: virtual bool StepUp ( const FVector & GravDir, const FVector & Delta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, [FStepDownResult](API\Runtime\Engine\FStepDownResult) * OutStepDownResult )


description: Stops applying further movement (usually zeros acceleration).

code: virtual void StopActiveMovement()


description: Reject sweep impacts that are this close to the edge of the vertical portion of the capsule when performing vertical sweeps, and try again with a smaller capsule.

code: static const float SWEEP_EDGE_REJECT_DISTANCE = 0.15f;


description: Swimming uses gravity - but scaled by (1.f - buoyancy)

code: float Swim ( FVector Delta, [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit )


description: Ticks the characters pose and accumulates root motion

code: virtual void TickCharacterPose ( float DeltaTime )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description:
Checks to see if the current location is not encroaching blocking geometry so the character can leave NavWalking. Restores collision settings and adjusts character location to avoid getting stuck in geometry. If it's not possible, MovementMode change will be delayed until character reach collision free spot.
True if movement mode was successfully changed

code: virtual bool TryToLeaveNavWalking()


description: Custom version that allows upwards slides when walking if the surface is walkable.

code: virtual void TwoWallAdjust ( FVector & WorldSpaceDelta, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & Hit, const FVector & OldHitNormal ) const


description: Checks if default capsule size fits (no encroachment), and trigger OnEndCrouch() on the owner if successful.

code: virtual void UnCrouch ( bool bClientSimulation )


code: virtual void UnpackNetworkMovementMode ( const uint8 ReceivedMode, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMovementMode > & OutMode, uint8 & OutCustomMode, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMovementMode > & OutGroundMode ) const


description: Update position based on Base movement

code: virtual void UpdateBasedMovement ( float DeltaSeconds )


description: Update controller's view rotation as pawn's base rotates

code: virtual void UpdateBasedRotation ( FRotator & FinalRotation, const FRotator & ReducedRotation )


description: Update the character state in PerformMovement right before doing the actual position change

code: virtual void UpdateCharacterStateBeforeMovement ( float DeltaSeconds )


description: Called in Tick to update data in RVO avoidance manager

code: void UpdateDefaultAvoidance()


description: Update the character state in PerformMovement after the position change. Some rotation updates happen after this.

code: virtual void UpdateCharacterStateAfterMovement ( float DeltaSeconds )


description: React to instantaneous change in position. Invalidates cached floor recomputes it if possible if there is a current movement base.


description: Unpack compressed flags from a saved move and set state accordingly. SeeFSavedMove_Character.

code: virtual void UpdateFromCompressedFlags ( uint8 Flags )


description: Used during SimulateMovement for proxies, this computes a new value for Acceleration before running proxy simulation. The base implementation simply derives a value from the normalized Velocity value, which may help animations that want some indication of the direction of movement. Proxies don't implement predictive acceleration by default so this value is not used for the actual simulation.

code: virtual void UpdateProxyAcceleration()


description:
On the Server, verify that an incoming client TimeStamp is valid and has not yet expired. It will also handle TimeStamp resets if it detects a gap larger than MinTimeBetweenTimeStampResets / 2.f !! ServerData.CurrentClientTimeStamp can be reset !!
true if TimeStamp is valid, or false if it has expired.

code: virtual bool VerifyClientTimeStamp ( float TimeStamp, [FNetworkPredictionData_Server_Character](API\Runtime\Engine\GameFramework\FNetworkPredictionData_Server_Ch-) & ServerData )


code: virtual float VisualizeMovement() const


description: DefaultUObjectconstructor.

code: UCharacterMovementComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Add Debug Trace info into current index - used when DebugCapsuleSweepPawn is on

code: void AddCapsuleSweepDebugInfo ( const FVector & LineTraceStart, const FVector & LineTraceEnd, const FVector & HitImpactLocation, const FVector & HitNormal, const FVector & HitImpactNormal, const FVector & HitLocation, float CapsuleHalfheight, float CapsuleRadius, bool bTracePawn, bool bInsideOfObject )