UMovementComponent > UActorComponent > UObject
ProjectileMovementComponent updates the position of another component during its tick. Behavior such as bouncing after impacts and homing toward a target are supported. Normally the root component of the owning actor is moved, however another component may be selected (see SetUpdatedComponent()). If the updated component is simulating physics, only the initial launch parameters (when initial velocity is non-zero) will affect the projectile, and the physics sim will take over from there.
Member | Type | Offset | Share |
---|---|---|---|
InitialSpeed
Initial speed of projectile. |
float | 0xf0 | |
MaxSpeed
Limit on speed of projectile (0 means no limit). |
float | 0xf4 | |
bRotationFollowsVelocity : 1 | char | 0xf8 | |
bRotationRemainsVertical : 1 | char | 0xf8 | |
bShouldBounce : 1 | char | 0xf8 | |
bInitialVelocityInLocalSpace : 1 | char | 0xf8 | |
bForceSubStepping : 1 | char | 0xf8 | |
bSimulationEnabled : 1 | char | 0xf8 | |
bSweepCollision : 1 | char | 0xf8 | |
bIsHomingProjectile : 1 | char | 0xf8 | |
bBounceAngleAffectsFriction : 1 | char | 0xf9 | |
bIsSliding : 1 | char | 0xf9 | |
bInterpMovement : 1 | char | 0xf9 | |
bInterpRotation : 1 | char | 0xf9 | |
PreviousHitTime
Saved HitResult Time (0 to 1) from previous simulation step. Equal to 1.0 when there was no impact. |
float | 0xfc | |
PreviousHitNormal
Saved HitResult Normal from previous simulation step that resulted in an impact. |
FVector | 0x100 | |
ProjectileGravityScale
Custom gravity scale for this projectile. Set to 0 for no gravity. |
float | 0x10c | |
Buoyancy
Buoyancy of UpdatedComponent in fluid. 0.0=sinks as fast as in air, 1.0=neutral buoyancy |
float | 0x110 | |
Bounciness
Percentage of velocity maintained after the bounce in the direction of the normal of impact (coefficient of restitution). |
float | 0x114 | |
Friction
Coefficient of friction, affecting the resistance to sliding along a surface. |
float | 0x118 | |
BounceVelocityStopSimulatingThreshold
If velocity is below this threshold after a bounce, stops simulating and triggers the OnProjectileStop event. |
float | 0x11c | |
MinFrictionFraction
When bounce angle affects friction, apply at least this fraction of normal friction. |
float | 0x120 | |
OnProjectileBounce
Called when projectile impacts something and bounces are enabled. |
FMulticastInlineDelegate | 0x128 | |
OnProjectileStop
Called when projectile has come to a stop (velocity is below simulation threshold, bounces are disabled, or it is forcibly stopped). |
FMulticastInlineDelegate | 0x138 | |
HomingAccelerationMagnitude
The magnitude of our acceleration towards the homing target. |
float | 0x148 | |
HomingTargetComponent
The current target we are homing towards. |
TWeakObjectPtr<USceneComponent> | 0x14c | |
MaxSimulationTimeStep
Max time delta for each discrete simulation step. |
float | 0x154 | |
MaxSimulationIterations
Max number of iterations used for each discrete simulation step. |
int32_t | 0x158 | |
BounceAdditionalIterations
On the first few bounces (up to this amount), allow extra iterations over MaxSimulationIterations if necessary. |
int32_t | 0x15c | |
InterpLocationTime
"Time" over which most of the location interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component. |
float | 0x160 | |
InterpRotationTime
"Time" over which most of the rotation interpolation occurs, when the UpdatedComponent (target) moves ahead of the interpolated component. |
float | 0x164 | |
InterpLocationMaxLagDistance
Max distance behind UpdatedComponent which the interpolated component is allowed to lag. |
float | 0x168 | |
InterpLocationSnapToTargetDistance
Max distance behind UpdatedComponent beyond which the interpolated component is snapped to the target location instead. |
float | 0x16c |