CharacterCommandMove.
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◆ GetAdjustedStanceAmount()
proto external float CharacterCommandMove.GetAdjustedStanceAmount |
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◆ GetCurrentInputAngle()
proto bool CharacterCommandMove.GetCurrentInputAngle |
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out float |
pAngle | ) |
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direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states
◆ GetCurrentMovementAngle()
proto external float CharacterCommandMove.GetCurrentMovementAngle |
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-180 -90 0 90 180 angles of current movement
◆ GetCurrentMovementSpeed()
proto external float CharacterCommandMove.GetCurrentMovementSpeed |
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0,1,2..3 idle, walk, run, sprint
◆ GetLateralSlopeAngle()
proto external float CharacterCommandMove.GetLateralSlopeAngle |
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◆ GetMovementSlopeAngle()
proto external float CharacterCommandMove.GetMovementSlopeAngle |
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◆ IsBlendingOutRoll()
proto external bool CharacterCommandMove.IsBlendingOutRoll |
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◆ IsRolling()
proto external bool CharacterCommandMove.IsRolling |
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The documentation for this interface was generated from the following file:
- Game/generated/Character/CharacterCommandMove.c