Unreal - Movement
Movement is split between a few components.
Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h
UPlayerController
handles input modes and events.
- Contains a rotation to represent a players rotation
AddPitchInput(float Val)
AddYawInput(float Val)
AddRollInput(float Val)
- Contains functions and events for handling input
IsInputKeyDown(FKey Key)
WasInputKeyJustPressed(FKey Key)
GetInputVector / GetInputAnalogKeyState / GetMousePos
Takes a normalised movment input vector in order and then calculates the output velocity of the Actor it is attached to.
- Inherits from UNavMovmentComponent to allow AI Pathfinding Useful functions exist that can be overloaded
virtual void RequestPathMove(const FVector& MoveInput) override;
virtual void RequestDirectMove(const FVector& MoveVelocity, bool bForceMaxSpeed) override;
virtual bool CanStartPathFollowing() const override;
virtual bool CanStopPathFollowing() const override;
virtual float GetPathFollowingBrakingDistance(float MaxSpeed) const override;
Used by the AI Module to determine the next control input needed to move to an actor directly, or to follow a path from the navigation system.