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Unwalkable override ue4
Unwalkable override ue4











TEXT("Whether to draw client position corrections (red is incorrect, green is corrected).\n") Static TAutoConsoleVariable CVarNetShowCorrections( #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) TEXT("Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.\n") Static TAutoConsoleVariable CVarNetProxyShrinkHalfHeight( TEXT("Changing this value at runtime may require the proxy to re-join for correct behavior.\n") TEXT("Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.\n") Static TAutoConsoleVariable CVarNetProxyShrinkRadius( TEXT("Whether to enable move combining on the client to reduce bandwidth by combining similar moves.\n") #include "Components/DestructibleComponent.h"ĭEFINE_LOG_CATEGORY_STATIC(LogCharacterMovement, Log, All) Ĭonst float MAX_STEP_SIDE_Z = 0.08f // maximum z value for the normal on the vertical side of stepsĬonst float VERTICAL_SLOPE_NORMAL_Z = 0.001f // Slope is vertical if Abs(Normal.Z) CVarNetEnableMoveCombining( #include "AI/Navigation/AvoidanceManager.h" #include "Navigation/PathFollowingComponent.h" this is here only due to circular dependency to AIModule.

unwalkable override ue4

#include "PhysicsEngine/DestructibleActor.h" #include "Components/PrimitiveComponent.h" #include "GameFramework/CharacterMovementComponent.h"

unwalkable override ue4

#include "GameFramework/GameNetworkManager.h" Movement.cpp: Character movement implementation RAW Paste Data Copied // Copyright 1998-2015 Epic Games, Inc.













Unwalkable override ue4