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| 本帖最后由 满心欢喜 于 2022-10-8 20:39 编辑 
 
 
 
 
 
 
 
 Implemented as a movement component.
 Can either directly transform the actor its attached to, or apply forces if the actor simulates physics.
 Everything is contained in one class (USixDOFMovement) , doesn't use any external files.
 
 Features:
 -Works in both Blueprint and C++ projects
 -Allows both physics-based and non-physical movement
 -Speed and inertia adjustable for each axis
 -Multiple acceleration models - linear, exponential, quadratic, frictionless
 -Gravity can work in any direction, independent of world setting
 -Automatic movement and input replication
 -Replication supports world origin shifting (UE4.14+ only)
 -Autopilot - look at, autolevel, move to
 -Automatically transform inputs to world or local space
 -No hardcoded parameters, anything can be changed in editor or during runtime
 -Complete blueprint integration, all functionality accessible without using C++
 -Source code included
 -Extensive example project included
 
 
 
 
 
 
 
 
 
 
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