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#preflight 61b39375a2562c8b1c3fcc45 [at]Jose.Villarroel #ROBOMERGE-AUTHOR: aaron.cox #ROBOMERGE-SOURCE: CL 18431931 in //UE5/Release-5.0/... via CL 18435373 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18435871 by aaron cox in ue5-release-engine-test branch]
41 lines
2.1 KiB
C++
41 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "AnimCharacterMovementLibrary.generated.h"
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class UAnimSequence;
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/**
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* Library of common techniques for driving character locomotion animations.
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*/
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UCLASS()
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class ANIMATIONLOCOMOTIONLIBRARYRUNTIME_API UAnimCharacterMovementLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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/**
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* Predict where the character will stop based on its current movement properties and parameters from the movement component.
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* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
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* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
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* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
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* @return The predicted stop position in local space to the character. The size of this vector will be the distance to the stop location.
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*/
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UFUNCTION(BlueprintPure, Category = "Animation Character Movement", meta = (BlueprintThreadSafe))
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static FVector PredictGroundMovementStopLocation(const FVector& Velocity,
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bool bUseSeparateBrakingFriction, float BrakingFriction, float GroundFriction, float BrakingFrictionFactor, float BrakingDecelerationWalking);
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/**
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* Predict where the character will change direction during a pivot based on its current movement properties and parameters from the movement component.
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* This uses prediction logic that is heavily tied to the UCharacterMovementComponent.
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* Each parameter corresponds to a value from the UCharacterMovementComponent with the same name.
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* Because this is a thread safe function, it's recommended to populate these fields via the Property Access system.
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* @return The predicted pivot position in local space to the character. The size of this vector will be the distance to the pivot.
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*/
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UFUNCTION(BlueprintPure, Category = "Animation Character Movement", meta = (BlueprintThreadSafe))
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static FVector PredictGroundMovementPivotLocation(const FVector& Acceleration, const FVector& Velocity, float GroundFriction);
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}; |