Information required to create the basic physics representation of a character. More...
#include <Character.h>
Inherits AzPhysics::SimulatedBodyConfiguration.
Public Member Functions | |
| AZ_CLASS_ALLOCATOR (CharacterConfiguration, AZ::SystemAllocator) | |
| AZ_RTTI (Physics::CharacterConfiguration, "{58D5A6CA-113B-4AC3-8D53-239DB0C4E240}", AzPhysics::SimulatedBodyConfiguration) | |
  Public Member Functions inherited from AzPhysics::SimulatedBodyConfiguration | |
| AZ_RTTI (AzPhysics::SimulatedBodyConfiguration, "{52844E3D-79C8-4F34-AF63-5C45ADE77F85}") | |
Static Public Member Functions | |
| static void | Reflect (AZ::ReflectContext *context) | 
  Static Public Member Functions inherited from AzPhysics::SimulatedBodyConfiguration | |
| static void | Reflect (AZ::ReflectContext *context) | 
Public Attributes | |
| AzPhysics::CollisionGroups::Id | m_collisionGroupId | 
| Which layers does this character collide with.  | |
| AzPhysics::CollisionLayer | m_collisionLayer | 
| Which collision layer is this character on.  | |
| MaterialSlots | m_materialSlots | 
| Material slots for the character.  | |
| AZ::Vector3 | m_upDirection = AZ::Vector3::CreateAxisZ() | 
| Up direction for character orientation and step behavior.  | |
| float | m_maximumSlopeAngle = 30.0f | 
| The maximum slope on which the character can move, in degrees.  | |
| float | m_stepHeight = 0.5f | 
| Affects what size steps the character can climb.  | |
| float | m_minimumMovementDistance = 0.001f | 
| To avoid jittering, the controller will not attempt to move distances below this.  | |
| float | m_maximumSpeed = 100.0f | 
| If the accumulated requested velocity for a tick exceeds this magnitude, it will be clamped.  | |
| AZStd::string | m_colliderTag | 
| Used to identify the collider associated with the character controller.  | |
| AZStd::shared_ptr< Physics::ShapeConfiguration > | m_shapeConfig | 
| The shape to use when creating the character controller.  | |
| AZStd::vector< AZStd::shared_ptr< Physics::Shape > > | m_colliders | 
| The list of colliders to attach to the character controller.  | |
| bool | m_applyMoveOnPhysicsTick = true | 
| Should accumulated velocity be applied on the physics tick.  | |
  Public Attributes inherited from AzPhysics::SimulatedBodyConfiguration | |
| AZ_CLASS_ALLOCATOR_DECL | |
| AZ::Vector3 | m_position = AZ::Vector3::CreateZero() | 
| AZ::Quaternion | m_orientation = AZ::Quaternion::CreateIdentity() | 
| bool | m_startSimulationEnabled = true | 
| AZ::EntityId | m_entityId = AZ::EntityId(AZ::EntityId::InvalidEntityId) | 
| void * | m_customUserData = nullptr | 
| AZStd::string | m_debugName | 
Information required to create the basic physics representation of a character.