Used by movement code to determine if a change in position is based on normal movement or a teleport. Set on clients when server's movement mode is NavWalking If true, impart the base actor's Z velocity when falling off it (which includes jumping) If true, impart the base actor's Y velocity when falling off it (which includes jumping) If true, impart the base actor's X velocity when falling off it (which includes jumping) If true, impart the base component's tangential components of angular velocity when jumping or falling off it. If true, we should ignore server location difference checks for client error on this movement component. Whether the character ignores changes in rotation of the base it is standing on.īIgnoreClientMovementErrorChecksAndCorrection Was velocity requested by path following? Ignores size of acceleration component, and forces max acceleration to drive character at full velocity.įorce the Character in MOVE_Walking to do a check for a valid floor even if he hasn't moved. Set this to true if riding on a moving base that you know is clear from non-moving world obstructions. Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet. If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end.īEnableServerDualMoveScopedMovementUpdates If enabled, the player will interact with physics objects when walking into them. True to update CharacterOwner and UpdatedComponent after movement ends If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule.įlag set in pre-physics update to indicate that based movement should be updated post-physics Instantly stop when in flying mode and no acceleration is being applied. If true, Character can walk off a ledge when crouching. Whether we're stepping off a moving platform (and should trust the client somewhat when landing). Whether we always force floor checks for stationary Characters while walking.Īpply gravity while the character is actively jumping (e.g. No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.ĭe facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.īAllowPhysicsRotationDuringAnimRootMotion Velocity extracted from RootMotionParams when there is anim root motion active. Modifier to applied to values such as acceleration and max speed due to analog input. When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier. When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold. When falling, amount of lateral movement control available to the character. Current acceleration vector (with magnitude).
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