Pawn Movement

Pawn Movement

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Add Input Vector

Adds the given vector to the accumulated input in world space. Input vectors are usually between 0 and 1 in magnitude. They are accumulated during a frame then applied as acceleration during the movement update.

Target is Pawn Movement Component

Consume Input Vector

Returns the pending input vector and resets it to zero.

  • This should be used during a movement update (by the Pawn or PawnMovementComponent) to prevent accumulation of control input between frames.

Target is Pawn Movement Component

Get Last Input Vector

Return the last input vector in world space that was processed by ConsumeInputVector(), which is usually done by the Pawn or PawnMovementComponent. Any user that needs to know about the input that last affected movement should use this function.

Target is Pawn Movement Component

Get Pawn Owner

Return the Pawn that owns UpdatedComponent.

Target is Pawn Movement Component

Get Pending Input Vector

Return the pending input vector in world space. This is the most up-to-date value of the input vector, pending ConsumeMovementInputVector() which clears it. PawnMovementComponents implementing movement usually want to use either this or ConsumeInputVector() as these functions represent the most recent state of input.

Target is Pawn Movement Component

Is Move Input Ignored

Helper to see if move input is ignored. If there is no Pawn or UpdatedComponent, returns true, otherwise defers to the Pawn's implementation of IsMoveInputIgnored().

Target is Pawn Movement Component

Stop Active Movement

Stops applying further movement (usually zeros acceleration).

Target is Nav Movement Component

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