/// <summary> /// Change movement mode. /// </summary> /// <param name="newMovementMode">The new movement mode</param> /// <param name="newCustomMode">The new custom sub-mode, only applicable if NewMovementMode is Custom.</param> public override void SetMovementMode(EMovementMode newMovementMode, byte newCustomMode) { }
/// <summary> /// Called after MovementMode has changed. Base implementation does special handling for starting certain modes, then notifies the CharacterOwner. /// </summary> protected override void OnMovementModeChanged(EMovementMode previousMovementMode, byte previousCustomMode) { }
/// <summary> /// Change movement mode. /// @param NewMovementMode The new movement mode /// @param NewCustomMode The new custom sub-mode, only applicable if NewMovementMode is Custom. /// </summary> public extern virtual void SetMovementMode(EMovementMode NewMovementMode, byte NewCustomMode = 0);
/// <summary> /// <para>Called from CharacterMovementComponent to notify the character that the movement mode has changed. </para> /// <param name="PrevMovementMode">Movement mode before the change </param> /// <param name="PrevCustomMode">Custom mode before the change (applicable if PrevMovementMode is Custom) </param> /// </summary> public override void OnMovementModeChanged(EMovementMode PrevMovementMode, byte PreviousCustomMode) { }
/// <summary> /// Change movement mode. /// @param NewMovementMode The new movement mode /// @param NewCustomMode The new custom sub-mode, only applicable if NewMovementMode is Custom. /// </summary> public void SetMovementMode(EMovementMode NewMovementMode, byte NewCustomMode = 0) { CheckIsValid(); SetMovementMode(_this.Get(), (int)NewMovementMode, NewCustomMode); }