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Pawns and Anim Blueprints reference

The two sample pawns, their character Anim Blueprints and the visual override manager.

How to read these tables

Settings are the values you tune: select the component in your pawn Blueprint (or open the asset) and look in the Details panel under the category shown. Runtime state is written by the system while it runs; read it, do not set it. Functions marked pure have no execution pins. The descriptions are the same as the Details panel tooltips. Default is the class default; where a sample pawn sets a different value on its component, the description says so ().

SandboxCharacter_Mover

/GASPALS/Blueprints/SandboxCharacter_Mover · parent Pawn · implements MoverInputProducerInterface, BPI_SandboxCharacter_Pawn_C, BPI_ModularSystems_C

Settings

Debug

Variable Type Default Description
Speed History
SpeedHistory
Array of Float  
Debug Angle
DebugAngle
Float 0  

Default

Variable Type Default Description
Targetable Actors
TargetableActors
Array of Actor ref  
Targeted Actor
TargetedActor
Actor ref  
Sliding Audio Component
SlidingAudioComponent
AudioComponent ref  

Input

Variable Type Default Description
Player Input State
PlayerInputState
S_PlayerInputState   (replicated)
Jump Just Pressed
Jump_JustPressed
Boolean false  
Twin Stick Mode
TwinStickMode
Boolean false  
Twin Stick Aim Rotation
TwinStickAimRotation
Rotator (0, 0, 0)  
Last Control Rotation
LastControlRotation
Rotator (0, 0, 0)  
Control Rotation Rate
ControlRotationRate
Float 0  
Smoothed Analog Input Amount
SmoothedAnalogInputAmount
Float 1  

Mover

Variable Type Default Description
Mover Default Inputs Pre Sim
MoverDefaultInputs_PreSim
CharacterDefaultInputs  
Mover Custom Inputs Pre Sim
MoverCustomInputs_PreSim
S_MoverCustomInputs  
Mover Default Inputs Post Sim
MoverDefaultInputs_PostSim
CharacterDefaultInputs  
Mover Custom Inputs Post Sim
MoverCustomInputs_PostSim
S_MoverCustomInputs  
Mover Ragdoll Inputs Pre Sim
MoverRagdollInputs_PreSim
S_MoverCustomInputs_Ragdoll  
Movement Mode Map
MovementModeMap
Map of Name walking, E_MovementMode::NewEnumerator4, falling, E_MovementMode::NewEnumerator5, sliding, E_MovementMode::NewEnumerator6, traversing, E_MovementMode::NewEnumerator7, ragdoll, E_MovementMode::NewEnumerator9, flying, E_MovementMode::NewEnumerator10, Cover, E_MovementMode::NewEnumerator4  
Cached Movement Mode
CachedMovementMode
Name  
Floor Normal
FloorNormal
Vector (0, 0, 0)  
Floor Location
FloorLocation
Vector (0, 0, 0)  
Has Floor
HasFloor
Boolean false  
Based Movement Delta
BasedMovementDelta
Transform  
Movement Mode Last Frame
MovementModeLastFrame
Name  
Initial Transform
InitialTransform
Transform  

Strafe

Variable Type Default Description
Auto Strafe Enabled
bAutoStrafeEnabled
Boolean false  
Auto Strafe Delay
AutoStrafeDelay
Float 1  

Functions

Function Inputs Outputs Description
DebugDraws      
GetVisualMeshes (pure)   Mesh_TP (SkeletalMeshComponent ref), Mesh_FP (SkeletalMeshComponent ref)  
Get_MMIAnimContexts   AnimContexts (Array of Object ref)  
Get_MMIResult   Result (PoseSearchBlueprintResult)  
Get_PropertiesForAnimation   ReturnValue (S_CharacterPropertiesForAnimation)  
Get_PropertiesForCamera   ReturnValue (S_CharacterPropertiesForCamera)  
Get_PropertiesForRagdoll   ReturnValue (S_RagdollProperties)  
Get_PropertiesForTraversal   ReturnValue (S_CharacterPropertiesForTraversal), ReturnValue_Capsule_21_D1F3797D47A5FB49C3DFAE8FAB15AFCC (CapsuleComponent ref), ReturnValue_Mesh_15_D47797BD4F40417B966E3BB7E0AC62D3 (SkeletalMeshComponent ref), ReturnValue_MotionWarping_18_C9F4AD1440C92128F649A7BA8B49094B (MotionWarpingComponent ref), ReturnValue_MovementMode_22_F39395024EEBA400FBE9FB8AE0EF7350 (E_MovementMode), ReturnValue_Gait_12_9093F6E14192D37D2F0223B94E64FF71 (E_Gait), ReturnValue_Speed_26_C6C3500C4C3030A343948F80DFD60AEE (Float)  
IsMoving (pure)   ReturnValue (Boolean)  
ProduceInput SimTimeMs (Integer) InputCmdResult (MoverInputCmdContext)  
SetupCamera      
SetupInput      
UpdateFirstPersonVisuals      
UpdatePawnRotation      
Update_ControlRotationRate      
Update_FloorValues      
Update_SlidingAudio      
Update_SmoothedAnalogInputAmount      
Update_TargetedActor      
Update_TwinStickMode      
CacheInputsFromMover      
CustomTeleport Transform (Transform), Offset (Boolean), UpdateInitialTransform (Boolean)    
Get_AimingRotation (pure)   ReturnValue (Rotator)  
Get_CurrentMovementMode (pure)   ReturnValue (E_MovementMode)  
Get_Gait (pure)   ReturnValue (E_Gait)  
Get_MoveInput (pure)   ReturnValue (Vector)  
Get_MovementDirectionAndOffset (pure)   MovementDirection (E_MovementDirection), RotationOffset (Float)  
Get_MovementDirectionFromThresholds (pure) Thresholds (S_MovementDirectionThresholds), Direction (Float) ReturnValue (E_MovementDirection)  
Get_MovementDirectionThresholds (pure)   ReturnValue (S_MovementDirectionThresholds), ReturnValue_FL_3_747C69604F939E7EFF347D97BBD8A811 (Float), ReturnValue_FR_5_790F2C4742CB53A5585DBFAF660F9CF0 (Float), ReturnValue_BL_7_630ADC5A4B6C3AF9DA182E816EDB311B (Float), ReturnValue_BR_9_67DF35F84900050330F770A709E84CF7 (Float)  
Get_OrientationIntent (pure)   ReturnValue (Vector)  
Get_RotationMode (pure)   ReturnValue (E_RotationMode)  
Get_Speed (pure)   ReturnValue (Float)  
On_BasedMovementApplied TransformDelta (Transform), TimeStep (MoverTimeStep)    
On_MovementModeChanged_PostFinalize PreviousMovementModeName (Name), NewMovementModeName (Name)    
On_MovementPostFinalize SyncState (MoverSyncState), AuxState (MoverAuxStateContext)    
On_PreSimulateTick TimeStep (MoverTimeStep), InputCmd (MoverInputCmdContext)    
CanDoTraversal (pure)   ReturnValue (Boolean)  
GetTraversalCheckInputs (pure)   ReturnValue (S_TraversalCheckInputs), ReturnValue_TraceForwardDirection_5_84E06003419F502C44036B9424B39047 (Vector), ReturnValue_TraceForwardDistance_2_07F489F3465D510BFC123689985564DC (Float), ReturnValue_TraceOriginOffset_7_2757E2FF43A7611D7F46EE9AAA15F8C0 (Vector), ReturnValue_TraceEndOffset_15_35E488F2478DA8D4D7E69FB93494661B (Vector), ReturnValue_TraceRadius_10_FF044CA546FFD12BAA4D4E93460A273A (Float), ReturnValue_TraceHalfHeight_12_019A16DE47BB8535C3C0CF8AA6E355EB (Float)  

Events

  • UpdateInputState_Server: Server RPC.
  • Event Possessed_Client: Client RPC.

SandboxCharacter_Mover_Ragdoll

/GASPALS/Blueprints/SandboxCharacter_Mover_Ragdoll · parent SandboxCharacter_Mover_C

Settings

Character Interaction

Variable Type Default Description
Interactable Actors
InteractableActors
Array of Actor ref  
MMI Current Result
MMI_CurrentResult
PoseSearchBlueprintResult  

Default

Variable Type Default Description
Spawned Characters
SpawnedCharacters
Array of SandboxCharacter_Mover_Ragdoll ref  

Demo

Variable Type Default Description
Demo Rotate Requests
DemoRotateRequests
Integer 0   (replicated (RepNotify))

Interaction

Variable Type Default Description
Interaction Request Valid
bInteractionRequestValid
Boolean false  
MMI Anim Contexts
MMI_AnimContexts
Array of Object ref  

Ragdoll

Variable Type Default Description
Ragdoll Inputs Pre Sim
RagdollInputs_PreSim
S_MoverCustomInputs_Ragdoll  
Default Physics Profile
DefaultPhysicsProfile
Name PhysicalAnimation  
Applied Physics Profile
AppliedPhysicsProfile
Name  
Enter Ragdoll Montage Blend Out
EnterRagdollMontageBlendOut
MontageBlendSettings  
Default Ragdoll Montage Blend Out
DefaultRagdollMontageBlendOut
MontageBlendSettings  
Stop Active Montages
StopActiveMontages
Boolean false  
Ragdoll Roll Force
Ragdoll_RollForce
Vector (0, 0, 0)  
Ragdoll Auto Roll Force
Ragdoll_AutoRollForce
Vector (0, 0, 0)  
Ragdoll Spine Velocity
Ragdoll_SpineVelocity
Vector (0, 0, 0)  
Ragdoll Speed
Ragdoll_Speed
Float 0  
Ragdoll Time to Impact
Ragdoll_TimeToImpact
Float 0  
Ragdoll Impact Direction
Ragdoll_ImpactDirection
Vector2D (0, 0)  
Ragdoll Gravity Multiplier
Ragdoll_GravityMultiplier
Float 1  
Ragdoll Injury State
Ragdoll_InjuryState
E_RagdollInjuryState None   (replicated)
Ragdoll COM Last Frame
Ragdoll_COM_LastFrame
Vector (0, 0, 0)  
Ragdoll COM Velocity
Ragdoll_COM_Velocity
Vector (0, 0, 0)  
Ragdoll Freeze Capsule Rotation
Ragdoll_FreezeCapsuleRotation
Boolean false  
Debug State
DebugState
Integer 0  

Ragdoll > Replication

Variable Type Default Description
Pending Suggested Mode
PendingSuggestedMode
Name  
Ragdoll Roll Input
Ragdoll_RollInput
Vector (0, 0, 0)  
Pending Ragdoll Impulse
PendingRagdollImpulse
Vector (0, 0, 0)  
Pending Ragdoll Impulse Bone
PendingRagdollImpulseBone
Name  
Pending Ragdoll Impulse Time
PendingRagdollImpulseTime
Float 0  

Functions

Function Inputs Outputs Description
CanBeInteractedWith (pure)   ReturnValue (Boolean)  
CanDoCharacterInteraction (pure)   ReturnValue (Boolean)  
CheckForInteractableCharacters      
Try_MultiCharacterInteraction InteractionType (Name), Other Actors (Array of Actor ref)    
Demo_RequestOwnerRotate      
Demo_RotateTarget Target (SandboxCharacter_Mover ref)    
Demo_ShootFrom TraceStart (Vector), TraceDirection (Vector)    
Demo_SpawnOrRotateFrom ViewLocation (Vector), ViewDirection (Vector)    
Get_MMIAnimContexts   AnimContexts (Array of Object ref)  
Get_MMIResult   Result (PoseSearchBlueprintResult)  
Get_PropertiesForRagdoll   ReturnValue (S_RagdollProperties), ReturnValue_Ragdoll_Speed_2_63FE0AC744E0C273D6C018878CEFCE6F (Float), ReturnValue_Ragdoll_TimeToImpact_5_40092CEF4820F42C2BC7CEA8B36062E3 (Float), ReturnValue_Ragdoll_RollAmount_16_9E403C5646E11255E74786A5BD279AE8 (Float), ReturnValue_Ragdoll_ImpactDirection_8_CA74C6034DC9E05115DDA89B2581E1A0 (Vector2D), ReturnValue_Ragdoll_InjuryState_11_9A4EBBEC4D59B4CB035AB2BD3B7307E4 (E_RagdollInjuryState)  
Interaction_ApplyParticipants Participants (Array of S_InteractionParticipant), bLocalPrediction (Boolean)    
Interaction_Dispatch InteractionType (Name), Results (Array of PoseSearchBlueprintResult)    
Interaction_GetAnimContext   AnimContext (Object ref)  
Interaction_SetResult Result (PoseSearchBlueprintResult), AnimContexts (Array of Object ref)    
OnRagdollHit HitComponent (PrimitiveComponent ref), OtherActor (Actor ref), OtherComp (PrimitiveComponent ref), NormalImpulse (Vector), Hit (HitResult)    
On_MovementModeChanged_PostFinalize PreviousMovementModeName (Name), NewMovementModeName (Name)    
ProduceInput SimTimeMs (Integer) InputCmdResult (MoverInputCmdContext)  
Ragdoll_ChooseGetUp      
Ragdoll_GetExitGetUp   UseReplicated (Boolean), SkipMontage (Boolean), Montage (AnimMontage ref), StartTime (Float)  
Ragdoll_StoreGetUpChoice Montage (AnimMontage ref), StartTime (Float)    
Ragdoll_SyncRemoteBody      
Ragdoll_TryApplyPendingImpulse      
Ragdoll_UpdateRollInput      
Ragdoll_WriteRequestToInput InCmd (MoverInputCmdContext) OutCmd (MoverInputCmdContext)  
Demo_GetAim (pure)   Origin (Vector), Direction (Vector)  
Demo_SimpleCrosshair      
Demo_SimpleShoot      
Demo_Spawn/RotateCharacter      
Get_RagdollTargetOrientation (pure)   ReturnValue (Vector)  
Get_RagdollTransform (pure)   ReturnValue (Transform)  
Ragdoll_OnHit HitComponent (PrimitiveComponent ref), NewParam (PrimitiveComponent ref)    
Ragdoll_PlayRollingGetups (pure)   ReturnValue (Boolean)  
Ragdoll_UpdateBehaviors      
Ragdoll_UpdateGravity      
Ragdoll_UpdateImpactDirection      
Ragdoll_UpdatePhysicsStrengthsFromCurves      
Ragdoll_UpdateRollBehavior      
Ragdoll_UpdateVelocities      
SetPhysicsProfile PhysicsProfile (Name)    
TraceForObstacles      
UpdateDefaultPhysicsProfileFromCvar      

Events

  • Server_TryCharacterInteraction: Server RPC, reliable.
  • Multicast_PlayCharacterInteraction: Multicast RPC, reliable.
  • Server_DemoShoot: Server RPC, reliable.
  • Multicast_ApplyRagdollImpulse: Multicast RPC, reliable.
  • Server_DemoSpawnOrRotate: Server RPC, reliable.

SandboxCharacter_CMC

/GASPALS/Blueprints/SandboxCharacter_CMC · parent Character · implements BPI_SandboxCharacter_Pawn_C, BPI_ModularSystems_C

Settings

Input

Variable Type Default Description
Movement Stick Mode
MovementStickMode
E_AnalogStickBehavior Fixed Speed - Single Gait  
Analog Walk/ Run Threshold
AnalogWalk/RunThreshold
Float 0.7  
Character Input State
CharacterInputState
S_PlayerInputState   (replicated)

Movement

Variable Type Default Description
Strafe Speed Map Curve
StrafeSpeedMapCurve
CurveFloat ref Curve_StrafeSpeedMap  
Gait E_Gait Run  
Walk Speeds
WalkSpeeds
Vector (200, 180, 150) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Run Speeds
RunSpeeds
Vector (500, 350, 300) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Sprint Speeds
SprintSpeeds
Vector (700, 700, 700) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Walk Speeds Demo
WalkSpeeds_Demo
Vector (165, 165, 165) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Run Speeds Demo
RunSpeeds_Demo
Vector (375, 375, 375) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Sprint Speeds Demo
SprintSpeeds_Demo
Vector (600, 600, 600) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Crouch Speeds
CrouchSpeeds
Vector (225, 200, 180) X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Just Landed
JustLanded
Boolean false  
Land Velocity
LandVelocity
Vector (0, 0, 0)  
Using Attribute Based Root Motion
UsingAttributeBasedRootMotion
Boolean false  

Movement > Simulated

Variable Type Default Description
Was Moving on Ground Last Frame Simulated
WasMovingOnGroundLastFrame_Simulated
Boolean true  
Last Update Velocity
LastUpdateVelocity
Vector (0, 0, 0)  

Functions

Function Inputs Outputs Description
SetupCamera      
CalculateMovementDirection (pure)   DirectionX (Vector), DirectionY (Vector)  
GetVisualMeshes (pure)   Mesh_TP (SkeletalMeshComponent ref), Mesh_FP (SkeletalMeshComponent ref)  
Get_MMIAnimContexts   AnimContexts (Array of Object ref)  
Get_MMIResult   Result (PoseSearchBlueprintResult)  
Get_PropertiesForAnimation   ReturnValue (S_CharacterPropertiesForAnimation)  
Get_PropertiesForCamera   ReturnValue (S_CharacterPropertiesForCamera)  
Get_PropertiesForRagdoll   ReturnValue (S_RagdollProperties)  
Get_PropertiesForTraversal   ReturnValue (S_CharacterPropertiesForTraversal), ReturnValue_Capsule_21_D1F3797D47A5FB49C3DFAE8FAB15AFCC (CapsuleComponent ref), ReturnValue_Mesh_15_D47797BD4F40417B966E3BB7E0AC62D3 (SkeletalMeshComponent ref), ReturnValue_MotionWarping_18_C9F4AD1440C92128F649A7BA8B49094B (MotionWarpingComponent ref), ReturnValue_MovementMode_22_F39395024EEBA400FBE9FB8AE0EF7350 (E_MovementMode), ReturnValue_Gait_12_9093F6E14192D37D2F0223B94E64FF71 (E_Gait), ReturnValue_Speed_26_C6C3500C4C3030A343948F80DFD60AEE (Float)  
IsMoving (pure)   ReturnValue (Boolean)  
UpdateFirstPersonVisuals      
GetMovementInputScaleValue (pure) Input (Vector2D) ReturnValue (Vector2D)  
SetupInput      
CalculateBrakingDeceleration (pure)   ReturnValue (Float)  
CalculateBrakingFriction (pure)   ReturnValue (Float)  
CalculateGroundFriction (pure)   ReturnValue (Float)  
CalculateMaxAcceleration (pure)   ReturnValue (Float)  
CalculateMaxCrouchSpeed (pure)   ReturnValue (Float)  
CalculateMaxSpeed (pure)   ReturnValue (Float)  
CanSprint (pure)   ReturnValue (Boolean)  
GetDesiredGait (pure)   ReturnValue (E_Gait)  
HasMovementInputVector (pure)   ReturnValue (Boolean)  
UpdateMovement_PreCMC      
UpdateRotation_PreCMC      
UpdatedMovementSimulated OldVelocity (Vector)    
GetTraversalCheckInputs (pure)   ReturnValue (S_TraversalCheckInputs), ReturnValue_TraceForwardDirection_5_84E06003419F502C44036B9424B39047 (Vector), ReturnValue_TraceForwardDistance_2_07F489F3465D510BFC123689985564DC (Float), ReturnValue_TraceOriginOffset_7_2757E2FF43A7611D7F46EE9AAA15F8C0 (Vector), ReturnValue_TraceEndOffset_15_35E488F2478DA8D4D7E69FB93494661B (Vector), ReturnValue_TraceRadius_10_FF044CA546FFD12BAA4D4E93460A273A (Float), ReturnValue_TraceHalfHeight_12_019A16DE47BB8535C3C0CF8AA6E355EB (Float)  

Events

  • On Request Interact (event dispatcher, Instigating Actor (Actor ref)): no description.
  • UpdateInputState_Server: Server RPC.
  • Event Possessed_Client: Client RPC, reliable.

SandboxCharacter_Mover_ABP

/GASPALS/Blueprints/SandboxCharacter_Mover_ABP · parent AnimInstance · implements BPI_SandboxCharacter_ABP_C, ALI_OverlayBody_C, ALI_OverlayPose_C

Only the GASPALS additions are listed. The Game Animation Sample variables and functions of this Anim Blueprint (motion matching, trajectory, foot placement, state machine) are internal to the locomotion setup.

Settings

Anim > Aim

Variable Type Default Description
Camera Properties
CameraProperties
S_CharacterPropertiesForCamera  
AO Clamped
AO_Clamped
Vector2D (0, 0)  
Aim Smoothing Time Local
AimSmoothingTime_Local
Float 0.04 Aim offset spring time (s) on the machine that controls the pawn: how long the aim offset takes to catch up with the camera. Short = the weapon follows the mouse; 0 snaps to it (any input step then shows).
Aim Smoothing Time Remote
AimSmoothingTime_Remote
Float 0.2 Aim offset spring time (s) on other machines (server copies, simulated proxies), where the aim arrives in network steps. Longer hides the steps.

Anim > Curves

Variable Type Default Description
Curve Layering Hand L
Curve_Layering_Hand_L
Float 0  
Curve Layering Hand R
Curve_Layering_Hand_R
Float 0  
Curve Disable CR Aim Offset Yaw
Curve_Disable_CR_AimOffset_Yaw
Boolean false  
Curve Disable CR Aim Offset Pitch
Curve_Disable_CR_AimOffset_Pitch
Boolean false  
Curve Enable Hand IK L
Curve_Enable_HandIK_L
Float 0  
Curve Enable Hand IK R
Curve_Enable_HandIK_R
Float 0  

Anim > Features

Variable Type Default Description
Enable Foot Pinning
bEnableFootPinning
Boolean false  
Enable Slope Warping
bEnableSlopeWarping
Boolean false  

Anim > References

Variable Type Default Description
Parent Pawn
ParentPawn
Pawn ref  
Equipment Component
EquipmentComponent
AC_EquipmentSystem ref  

FirstPerson > RootOffset

Variable Type Default Description
First Person Max Root Yaw Lag
FirstPersonMaxRootYawLag
Float 60  
Runtime state (1 variables)
Variable Type Default Description
Just Teleported
bJustTeleported
Boolean false  

Functions

Function Inputs Outputs Description
Update_CoverLower     Game thread: ask the pawn cover component how far to lower the pelvis (GetCoverLowerAmount, adapts to the cover height) and store it in CoverLower for CR_Humanoid_CoverLower. 0 without a cover component.
Get_InteractionAnimContexts Result (PoseSearchBlueprintResult) AnimContexts (Array of Object ref)  
Update_GASPALS      
Get_OffsetRootMaxRotationError (pure)   ReturnValue (Float) First person: how far (degrees) the Offset Root Bone may keep the body turned away from the capsule (FirstPersonMaxRootYawLag), so a fast camera turn drags the body along instead of showing its back. -1 (no limit) in other perspectives.

SandboxCharacter_CMC_ABP

/GASPALS/Blueprints/SandboxCharacter_CMC_ABP · parent AnimInstance · implements BPI_InteractionTransform_C, BPI_SandboxCharacter_ABP_C, ALI_OverlayBody_C, ALI_OverlayPose_C

Only the GASPALS additions are listed. The Game Animation Sample variables and functions of this Anim Blueprint (motion matching, trajectory, foot placement, state machine) are internal to the locomotion setup.

Settings

Anim > Aim

Variable Type Default Description
Aim Smoothing Time Local
AimSmoothingTime_Local
Float 0.04 Aim offset spring time (s) on the machine that controls the pawn: how long the aim offset takes to catch up with the camera. Short = the weapon follows the mouse; 0 snaps to it (any input step then shows).
Aim Smoothing Time Remote
AimSmoothingTime_Remote
Float 0.2 Aim offset spring time (s) on other machines (server copies, simulated proxies), where the aim arrives in network steps. Longer hides the steps.

Default

Variable Type Default Description
Parent Pawn
ParentPawn
Pawn ref  
Camera Properties
CameraProperties
S_CharacterPropertiesForCamera  
Curve Layering Hand L
Curve_Layering_Hand_L
Float 0  
Curve Layering Hand R
Curve_Layering_Hand_R
Float 0  
Curve Enable Hand IK L
Curve_Enable_HandIK_L
Float 0  
Curve Enable Hand IK R
Curve_Enable_HandIK_R
Float 0  
Curve Disable CR Aim Offset Yaw
Curve_Disable_CR_AimOffset_Yaw
Boolean false  
Curve Disable CR Aim Offset Pitch
Curve_Disable_CR_AimOffset_Pitch
Boolean false  
AO Clamped
AO_Clamped
Vector2D (0, 0)  

FirstPerson > RootOffset

Variable Type Default Description
First Person Max Root Yaw Lag
FirstPersonMaxRootYawLag
Float 60 First person only: the most (degrees) the body may lag behind the camera yaw. Small turns still play turn-in-place animations with planted feet; faster turns drag the body along so it never shows its back. Read by Get_OffsetRootMaxRotationError (Offset Root Bone Max Rotation Error).

Functions

Function Inputs Outputs Description
Update_CoverLower     Game thread: ask the pawn cover component how far to lower the pelvis (GetCoverLowerAmount, adapts to the cover height) and store it in CoverLower for CR_Humanoid_CoverLower. 0 without a cover component.
Get_OffsetRootMaxRotationError (pure)   ReturnValue (Float) First person: how far (degrees) the Offset Root Bone may keep the body turned away from the capsule (FirstPersonMaxRootYawLag), so a fast camera turn drags the body along instead of showing its back. -1 (no limit) in other perspectives.

AC_VisualOverrideManager

/GASPALS/Blueprints/AC_VisualOverrideManager · parent ActorComponent

Settings

Variable Type Default Description
Visual Override
VisualOverride
Actor class   (replicated (RepNotify))

Functions

Function Inputs Outputs Description
ApplyVisualOverride      
FindAndApplyVisualOverride      

AC_PreCMCTick

/GASPALS/Blueprints/AC_PreCMCTick · parent ActorComponent

Settings

Variable Type Default Description
As CBP Sandbox Character SandboxCharacter_CMC ref  

Events

  • Tick (event dispatcher): no description.

AC_PostABPTick

/GASPALS/Blueprints/AC_PostABPTick · parent ActorComponent

Events

  • Tick (event dispatcher): no description.