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