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
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 ResultMMI_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 ContextsMMI_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 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.