[UE4]CharacterMoveComponent中各个属性的意义及默认值
keywords: [UE4]CharacterMoveComponent中各个属性的意义及默认值
AirControl: 当Jumping或者Falling的时候,侧向移动的速度。默认为0.05,1表示以最大速度侧向移动,0表示禁止侧向移动
CharacterMovement 0x000002244572a400 (Name=0x0000022474e0aab8 "CharMoveComp") UCharacterMovementComponent * {UE4Editor-Engine.dll!UCharacterMovementComponent}
[UCharacterMovementComponent] (Name=0x0000022474e0aab8 "CharMoveComp") UE4Editor-Engine.dll!UCharacterMovementComponent
UPawnMovementComponent (Name=0x0000022474e0aab8 "CharMoveComp") UPawnMovementComponent
IRVOAvoidanceInterface {...} IRVOAvoidanceInterface
INetworkPredictionInterface {...} INetworkPredictionInterface
CharacterOwner 0x000002244571ab00 (Name=0x000002240ef84228 "pawn_shuangtouguai_charBP_C"_0) ACharacter * {AWarriorCharacter}
GravityScale 1.00000000 float
MaxStepHeight 45.0000000 float
JumpZVelocity 420.000000 float
JumpOffJumpZFactor 0.500000000 float
WalkableFloorAngle 44.7650833 float
WalkableFloorZ 0.710000038 float
MovementMode MOVE_None (0) TEnumAsByte<enum EMovementMode>
CustomMovementMode 0 '\0' unsigned char
OldBaseLocation {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
OldBaseQuat {X=0.000000000 Y=0.000000000 Z=0.000000000 ...} FQuat
GroundFriction 8.00000000 float
MaxWalkSpeed 600.000000 float
MaxWalkSpeedCrouched 300.000000 float
MaxSwimSpeed 300.000000 float
MaxFlySpeed 600.000000 float
MaxCustomMovementSpeed 600.000000 float
MaxAcceleration 2048.00000 float
BrakingFrictionFactor 2.00000000 float
BrakingFriction 0.000000000 float
bUseSeparateBrakingFriction 0 unsigned int
BrakingDecelerationWalking 2048.00000 float
BrakingDecelerationFalling 0.000000000 float
BrakingDecelerationSwimming 0.000000000 float
BrakingDecelerationFlying 0.000000000 float
AirControl 0.0500000007 float
AirControlBoostMultiplier 2.00000000 float
AirControlBoostVelocityThreshold 25.0000000 float
FallingLateralFriction 0.000000000 float
CrouchedHalfHeight 40.0000000 float
Buoyancy 1.00000000 float
PerchRadiusThreshold 0.000000000 float
PerchAdditionalHeight 40.0000000 float
RotationRate {Pitch=0.000000000 Yaw=640.000000 Roll=0.000000000 } FRotator
bUseControllerDesiredRotation 0 unsigned int
bOrientRotationToMovement 1 unsigned int
bMovementInProgress 0 unsigned int
bEnableScopedMovementUpdates 1 unsigned int
bForceMaxAccel 0 unsigned int
bRunPhysicsWithNoController 0 unsigned int
bForceNextFloorCheck 1 unsigned int
bShrinkProxyCapsule 1 unsigned int
bCanWalkOffLedges 1 unsigned int
bCanWalkOffLedgesWhenCrouching 0 unsigned int
bNetworkSmoothingComplete 1 unsigned int
bDeferUpdateMoveComponent 0 unsigned int
DeferredUpdatedMoveComponent 0x0000000000000000 <NULL> USceneComponent *
MaxOutOfWaterStepHeight 40.0000000 float
OutofWaterZ 420.000000 float
Mass 100.000000 float
bEnablePhysicsInteraction true bool
bTouchForceScaledToMass true bool
bPushForceScaledToMass false bool
bPushForceUsingZOffset false bool
bScalePushForceToVelocity true bool
StandingDownwardForceScale 1.00000000 float
InitialPushForceFactor 500.000000 float
PushForceFactor 750000.000 float
PushForcePointZOffsetFactor -0.750000000 float
TouchForceFactor 1.00000000 float
MinTouchForce -1.00000000 float
MaxTouchForce 250.000000 float
RepulsionForce 2.50000000 float
bForceBraking_DEPRECATED 0 unsigned int
CrouchedSpeedMultiplier_DEPRECATED 0.500000000 float
UpperImpactNormalScale_DEPRECATED 0.500000000 float
Acceleration {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
LastUpdateLocation {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
LastUpdateRotation {X=0.000000000 Y=0.000000000 Z=0.000000000 ...} FQuat
LastUpdateVelocity {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
ServerLastTransformUpdateTimeStamp 0.000000000 float
PendingImpulseToApply {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
PendingForceToApply {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
AnalogInputModifier 0.000000000 float
MaxSimulationTimeStep 0.0500000007 float
MaxSimulationIterations 8 int
NetworkSimulatedSmoothLocationTime 0.100000001 float
NetworkSimulatedSmoothRotationTime 0.0329999998 float
ListenServerNetworkSimulatedSmoothLocationTime 0.0399999991 float
ListenServerNetworkSimulatedSmoothRotationTime 0.0329999998 float
NetworkMaxSmoothUpdateDistance 256.000000 float
NetworkNoSmoothUpdateDistance 384.000000 float
NetworkSmoothingMode Exponential (2 '\x2') ENetworkSmoothingMode
LedgeCheckThreshold 4.00000000 float
JumpOutOfWaterPitch 11.2500000 float
CurrentFloor {bBlockingHit=0 bWalkableFloor=0 bLineTrace=0 ...} FFindFloorResult
DefaultLandMovementMode MOVE_Walking (1) TEnumAsByte<enum EMovementMode>
DefaultWaterMovementMode MOVE_Swimming (4) TEnumAsByte<enum EMovementMode>
GroundMovementMode MOVE_Walking (1) TEnumAsByte<enum EMovementMode>
bMaintainHorizontalGroundVelocity 1 unsigned int
bImpartBaseVelocityX 1 unsigned int
bImpartBaseVelocityY 1 unsigned int
bImpartBaseVelocityZ 1 unsigned int
bImpartBaseAngularVelocity 1 unsigned int
bJustTeleported 1 unsigned int
bNetworkUpdateReceived 0 unsigned int
bNetworkMovementModeChanged 0 unsigned int
bIgnoreClientMovementErrorChecksAndCorrection 0 unsigned int
bNotifyApex 0 unsigned int
bCheatFlying 0 unsigned int
bWantsToCrouch 0 unsigned int
bCrouchMaintainsBaseLocation 0 unsigned int
bIgnoreBaseRotation 0 unsigned int
bFastAttachedMove 0 unsigned int
bAlwaysCheckFloor 1 unsigned int
bUseFlatBaseForFloorChecks 0 unsigned int
bPerformingJumpOff 0 unsigned int
bWantsToLeaveNavWalking 0 unsigned int
bUseRVOAvoidance 0 unsigned int
bRequestedMoveUseAcceleration 1 unsigned int
bHasRequestedVelocity 0 unsigned int
bRequestedMoveWithMaxSpeed 0 unsigned int
bWasAvoidanceUpdated 0 unsigned int
bUseRVOPostProcess 0 unsigned int
bDeferUpdateBasedMovement 0 unsigned int
bProjectNavMeshWalking 0 unsigned int
bProjectNavMeshOnBothWorldChannels 0 unsigned int
AvoidanceLockVelocity {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
AvoidanceLockTimer 0.000000000 float
AvoidanceConsiderationRadius 500.000000 float
RequestedVelocity {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
AvoidanceUID 0 int
AvoidanceGroup {bGroup0=1 bGroup1=0 bGroup2=0 ...} FNavAvoidanceMask
GroupsToAvoid {bGroup0=1 bGroup1=1 bGroup2=1 ...} FNavAvoidanceMask
GroupsToIgnore {bGroup0=0 bGroup1=0 bGroup2=0 ...} FNavAvoidanceMask
AvoidanceWeight 0.000000000 float
PendingLaunchVelocity {X=0.000000000 Y=0.000000000 Z=0.000000000 } FVector
CachedNavLocation {Location={X=0.000000000 Y=0.000000000 Z=0.000000000 } NodeRef=0 } FNavLocation
CachedProjectedNavMeshHitResult {bBlockingHit=0 bStartPenetrating=0 Time=1.00000000 ...} FHitResult
NavMeshProjectionInterval 0.100000001 float
NavMeshProjectionTimer 0.000000000 float
NavMeshProjectionInterpSpeed 12.0000000 float
NavMeshProjectionHeightScaleUp 0.670000017 float
NavMeshProjectionHeightScaleDown 1.00000000 float
PostPhysicsTickFunction {Target=0x000002244572a400 (Name=0x0000022474e0aab8 "CharMoveComp") } FCharacterMovementComponentPostPhysicsTickFunction
ClientPredictionData 0x0000000000000000 <NULL> FNetworkPredictionData_Client_Character *
ServerPredictionData 0x0000000000000000 <NULL> FNetworkPredictionData_Server_Character *
MinTimeBetweenTimeStampResets 240.000000 float
CurrentRootMotion {RootMotionSources=Empty PendingAddRootMotionSources=Empty bHasAdditiveSources=false ...} FRootMotionSourceGroup
RootMotionIDMappings Empty TArray<FRootMotionServerToLocalIDMapping,TInlineAllocator<16,FDefaultAllocator> >
RootMotionParams {bHasRootMotion=false BlendWeight=0.000000000 RootMotionTransform={Rotation={m128_f32=0x000002244572aa80 {...} ...} ...} } FRootMotionMovementParams
bWasSimulatingRootMotion false bool