Characters are Pawns that have a mesh, collision, and built-in movement logic. They are responsible for all physical interaction between the player or AI and the world, and also implement basic networking and input models. They are designed for a vertically-oriented player representation that can walk, jump, fly, and swim through the world using CharacterMovementComponent.
Member | Type | Offset | Share |
---|---|---|---|
Mesh | USkeletalMeshComponent* | 0x280 | |
CharacterMovement | UCharacterMovementComponent* | 0x288 | |
CapsuleComponent | UCapsuleComponent* | 0x290 | |
BasedMovement
Info about our current movement base (object we are standing on). |
FBasedMovementInfo | 0x298 | |
ReplicatedBasedMovement
Replicated version of relative movement. Read-only on simulated proxies! |
FBasedMovementInfo | 0x2c8 | |
AnimRootMotionTranslationScale
Scale to apply to root motion translation on this Character |
float | 0x2f8 | |
BaseTranslationOffset
Saved translation offset of mesh. |
FVector | 0x2fc | |
BaseRotationOffset
Saved rotation offset of mesh. |
FQuat | 0x310 | |
ReplicatedServerLastTransformUpdateTimeStamp
CharacterMovement ServerLastTransformUpdateTimeStamp value, replicated to simulated proxies. |
float | 0x320 | |
ReplayLastTransformUpdateTimeStamp | float | 0x324 | |
ReplicatedMovementMode
CharacterMovement MovementMode (and custom mode) replicated for simulated proxies. |
char | 0x328 | |
bInBaseReplication
Flag that we are receiving replication of the based movement. |
bool | 0x329 | |
CrouchedEyeHeight
Default crouched eye height |
float | 0x32c | |
bIsCrouched : 1 | char | 0x330 | |
bProxyIsJumpForceApplied : 1 | char | 0x330 | |
bPressedJump : 1 | char | 0x330 | |
bClientUpdating : 1 | char | 0x330 | |
bClientWasFalling : 1 | char | 0x330 | |
bClientResimulateRootMotion : 1 | char | 0x330 | |
bClientResimulateRootMotionSources : 1 | char | 0x330 | |
bSimGravityDisabled : 1 | char | 0x330 | |
bClientCheckEncroachmentOnNetUpdate : 1 | char | 0x331 | |
bServerMoveIgnoreRootMotion : 1 | char | 0x331 | |
bWasJumping : 1 | char | 0x331 | |
JumpKeyHoldTime
Jump key Held Time. This is the time that the player has held the jump key, in seconds. |
float | 0x334 | |
JumpForceTimeRemaining
Amount of jump force time remaining, if JumpMaxHoldTime > 0. |
float | 0x338 | |
ProxyJumpForceStartedTime
Track last time a jump force started for a proxy. |
float | 0x33c | |
JumpMaxHoldTime
The max time the jump key can be held. |
float | 0x340 | |
JumpMaxCount
The max number of jumps the character can perform. |
int32_t | 0x344 | |
JumpCurrentCount
Tracks the current number of jumps performed. |
int32_t | 0x348 | |
OnReachedJumpApex
Broadcast when Character's jump reaches its apex. Needs CharacterMovement->bNotifyApex = true |
FMulticastInlineDelegate | 0x350 | |
MovementModeChangedDelegate
Multicast delegate for MovementMode changing. |
FMulticastInlineDelegate | 0x370 | |
OnCharacterMovementUpdated
Event triggered at the end of a CharacterMovementComponent movement update. |
FMulticastInlineDelegate | 0x380 | |
SavedRootMotion
For LocallyControlled Autonomous clients. |
FRootMotionSourceGroup | 0x390 | |
ClientRootMotionParams
For LocallyControlled Autonomous clients. Saved root motion data to be used by SavedMoves. |
FRootMotionMovementParams | 0x3d0 | |
RootMotionRepMoves
Array of previously received root motion moves from the server. |
TArray<FSimulatedRootMotionReplicatedMove> | 0x410 | |
RepRootMotion
Replicated Root Motion montage |
FRepRootMotionMontage | 0x420 |