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