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FB2CharacterMovementComponent

Overview

  • Component that manages character movement.

Metadata

FieldValue
Kindcomponent
EnvironmentB2 - Simulation
Categorycomponents
ExtendsFB2Component
Requirerequire('Components.B2CharacterMovementComponent')

Properties (44)

NameTypeDescription
AvoidanceHandlerFB2AvoidanceHandler
DebugInfosFB2MovementDebugInfo[]
DiveHandlerFB2DiveHandler
FloatingMoveOnWaterRadiusnumber
FloatingMoveOnWaterTypeEB1FloatingMoveType
HalfHeightnumber
HoldHandBreakDistancenumber
HoldHandFollowTargetIdFB1EntityIdHold-hand follow-walk target.
HoldHandLastGoalPosFVector
HoldHandLeadTimenumber
HoldHandSideOffsetnumber
InputVectorFVector
LadderHandlerFB2LadderHandler
LastTickLocationFVector
LastTickTimeFDateTime
MotionWarpingFB2MotionWarpingParam
MoveReasonEB2CharacterMoveReason
OnBoardHandlerFB2OnBoardHandler
PathFollowerFB2PathFollower
PortalHandlerFB2PortalHandler
PostureComponentany
RemainMoveDeltaFVector
RootMotionFB2RootMotionMovementParams
RootMotion_MontageOnlyFB2RootMotionMovementParams
SafeMoveReasontable<string, boolean>
SitePortalHandlerFB2SitePortalHandler
SprintBanReasonSettable<EB1SprintReason, boolean>
SprintReasonSettable<EB1SprintReason, boolean>
SwimmingPoolHandlerFB2SwimmingPoolHandler
VelocityFVector
WalkSpeednumber
bB1RecentlyRenderedboolean
bEscapeUnderwaterTriggeredboolean
bHoldHandFollowOnRightboolean
bHoldHandLocomotionMovingbooleanThis character reports its own B1 LocomotionState (Walk/Jog) every 0.1 seconds while holding hands. Read the partner component for the leader state; read this component for the follower stop state.
bHoldHandSettledbooleanRuntime hysteresis: tolerate small position changes after settling.
bHoldHandWasMainMovingboolean
bIsB1PlayingMontagebooleanFrom B1
bIsNearSeafloorboolean
bIsProcessTeleportboolean
bIsUpdatedSafeMoveStateboolean
bNeedCheckValidLocationboolean
bNeedsAvoidanceUpdatebooleanFor parallel processing: flag indicating an AvoidanceManager update is needed.
bWasWalkToActionboolean

Functions (50)

FunctionParametersReturnsDescription
CanTravel-booleanReturns whether it can Travel.
ClearAvoidanceUpdateFlag--Clears Avoidance Update Flag.
ClearData--Clears Data.
FinishTeleport--
GetCityMovePolicyMapInCityMoveDataPolicyType: EB1CityMoveDataPolicyTypetable<string, EB1CityMoveDataPolicy>Returns City Move Policy Map.
GetCurrentNode-FB1NavigationNodeReturns Current Node.
GetCurrentNodeFloorZOutFloorZ: numberbooleanReturns Current Node Floor Z.
GetDefaultCityMoveDataPolicy-EB1CityMoveDataPolicyReturns Default City Move Data Policy.
GetInputVector-FVectorReturns Input Vector.
GetLastTickTime-FDateTimeReturns Last Tick Time.
GetMotionWarpingBlendTime-numberReturns Motion Warping Blend Time.
GetMotionWarpingParam-FB2MotionWarpingParamReturns Motion Warping Param.
GetMoveReason-EB2CharacterMoveReasonReturns Move Reason.
GetOwnerCharacterSelf: FB2CharacterMovementComponent-Returns Owner Character.
GetVelocity-FVectorReturns Velocity.
GetWalkStartRotation-FRotatorReturns Walk Start Rotation.
IsAvoidanceHandlerActive-booleanReturns whether Avoidance Handler Active.
IsBlendingOutMotionWarping-booleanReturns whether Blending Out Motion Warping.
IsDiving-booleanReturns whether Diving.
IsEnableMotionWarping-booleanReturns whether Enable Motion Warping.
IsHoldHandFollowing-booleanReturns whether Hold Hand Following.
IsNearSeafloor-booleanReturns whether Near Seafloor.
IsSafeMove-booleanReturns whether Safe Move.
NeedsAvoidanceUpdate-booleanReturns whether an avoidance update is needed (collected after parallel processing).
OnAsyncQueryPath--Callback invoked on Async Query Path.
OnB2PreBeginPlay--Callback invoked on B2 Pre Begin Play.
OnReceiveB1ChangeNodeInNewNodeIndex: integer, InAdjustedLocation: FVector-Callback invoked on Receive B1 Change Node.
OnScheduledTickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Scheduler-based tick called by the MovementUpdateSystem.
OnScheduledTick_ParallelDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Split function for parallel processing.
OnScheduledTick_PostProcess--Callback invoked on Scheduled Tick_Post Process.
QuitPathFollow--
RequestDiveProcessbStartDive: boolean-Requests Dive Process.
RequestMotionWarpingInParam: FB2MotionWarpingParam, InMontage: FB1MontageTableRow-MotionWarping
ResetDiveHandler--Resets Dive Handler.
ResetMotionWarping--Resets Motion Warping.
ResetMotionWarpingSyncWithB1--Resets Motion Warping Sync With B1.
SendMovementData--To B1
SetBanSprintbIsBanSprint: boolean, Reason: EB1SprintReason-Sets Ban Sprint.
SetFloatingMoveOnWaterInFloatingMoveType: EB1FloatingMoveType, InRadius: number-Sets Floating Move On Water.
SetHoldHandBreakDistanceInDistance: number-Sets Hold Hand Break Distance.
SetHoldHandLeadTimeInLeadTime: number-Sets Hold Hand Lead Time.
SetHoldHandSideOffsetInSideOffset: number-Sets Hold Hand Side Offset.
SetSprintbIsSprint: boolean, InSprintReason: EB1SprintReason-Sets Sprint.
StartHoldHandFollowInPossessedEntityId: FB1EntityId, bOnRight: boolean-Starts hold-hand follow-walking.
StopHoldHandFollow--Stops Hold Hand Follow.
TeleportInLocation: FVector, InRotation: FRotator, InbIsProcessTeleport: boolean, bSkipSafeLocation: boolean-
TrySetSafeValidLocationbIsTeleport: boolean, InNavFloorQueryExtent: FVector-
UpdateSafeMovebIsSafeMove: boolean, InReason: string-Updates Safe Move.
WasWalkToAction-boolean
WriteReportSlack--

Override points (21)

Implement these in Lua as FB2CharacterMovementComponent.Override_Name = function(...) end.

FunctionParametersReturnsDescription
Override_ClearData--Clears Data.
Override_FinishTeleport--
Override_OnAsyncQueryPath--Callback invoked on Async Query Path.
Override_OnB2PreBeginPlay--Callback invoked on B2 Pre Begin Play.
Override_OnReceiveB1ChangeNodeInNewNodeIndex: integer, InAdjustedLocation: FVector-Callback invoked on Receive B1 Change Node.
Override_OnScheduledTickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Scheduler-based tick called by the MovementUpdateSystem.
Override_OnScheduledTick_ParallelDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-Split function for parallel processing.
Override_OnScheduledTick_PostProcess--Callback invoked on Scheduled Tick_Post Process.
Override_QuitPathFollow--
Override_RequestDiveProcessbStartDive: boolean-Requests Dive Process.
Override_RequestMotionWarpingInParam: FB2MotionWarpingParam, InMontage: FB1MontageTableRow-MotionWarping
Override_ResetMotionWarping--Resets Motion Warping.
Override_ResetMotionWarpingSyncWithB1--Resets Motion Warping Sync With B1.
Override_SendMovementData--To B1
Override_SetFloatingMoveOnWaterInFloatingMoveType: EB1FloatingMoveType, InRadius: number-Sets Floating Move On Water.
Override_StartHoldHandFollowInPossessedEntityId: FB1EntityId, bOnRight: boolean-Starts hold-hand follow-walking.
Override_StopHoldHandFollow--Stops Hold Hand Follow.
Override_TeleportInLocation: FVector, InRotation: FRotator, InbIsProcessTeleport: boolean, bSkipSafeLocation: boolean-
Override_TrySetSafeValidLocationbIsTeleport: boolean, InNavFloorQueryExten: FVector-
Override_UpdateSafeMovebIsSafeMove: boolean, InReason: string-Updates Safe Move.
Override_WriteReportSlack--