[UE4]CharacterMoveComponent中各个属性的默认值

GravityScale	1.00000000	float
MaxStepHeight	45.0000000	float
JumpZVelocity	420.000000	float
JumpOffJumpZFactor	0.500000000	float
WalkableFloorAngle	44.7650833	float
WalkableFloorZ	0.710000038	float
MovementMode	MOVE_None (0)	TEnumAsByte<enum EMovementMode>
CustomMovementMode	0 '\0'	unsigned char
OldBaseLocation	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
OldBaseQuat	{X=0.000000000 Y=0.000000000 Z=0.000000000 ...}	FQuat
GroundFriction	8.00000000	float
MaxWalkSpeed	600.000000	float
MaxWalkSpeedCrouched	300.000000	float
MaxSwimSpeed	300.000000	float
MaxFlySpeed	600.000000	float
MaxCustomMovementSpeed	600.000000	float
MaxAcceleration	2048.00000	float
BrakingFrictionFactor	2.00000000	float
BrakingFriction	0.000000000	float
bUseSeparateBrakingFriction	0	unsigned int
BrakingDecelerationWalking	2048.00000	float
BrakingDecelerationFalling	0.000000000	float
BrakingDecelerationSwimming	0.000000000	float
BrakingDecelerationFlying	0.000000000	float
AirControl	0.0500000007	float
AirControlBoostMultiplier	2.00000000	float
AirControlBoostVelocityThreshold	25.0000000	float
FallingLateralFriction	0.000000000	float
CrouchedHalfHeight	40.0000000	float
Buoyancy	1.00000000	float
PerchRadiusThreshold	0.000000000	float
PerchAdditionalHeight	40.0000000	float
RotationRate	{Pitch=0.000000000 Yaw=640.000000 Roll=0.000000000 }	FRotator
bUseControllerDesiredRotation	0	unsigned int
bOrientRotationToMovement	1	unsigned int
bMovementInProgress	0	unsigned int
bEnableScopedMovementUpdates	1	unsigned int
bForceMaxAccel	0	unsigned int
bRunPhysicsWithNoController	0	unsigned int
bForceNextFloorCheck	1	unsigned int
bShrinkProxyCapsule	1	unsigned int
bCanWalkOffLedges	1	unsigned int
bCanWalkOffLedgesWhenCrouching	0	unsigned int
bNetworkSmoothingComplete	1	unsigned int
bDeferUpdateMoveComponent	0	unsigned int
DeferredUpdatedMoveComponent	0x0000000000000000 <NULL>	USceneComponent *
MaxOutOfWaterStepHeight	40.0000000	float
OutofWaterZ	420.000000	float
Mass	100.000000	float
bEnablePhysicsInteraction	true	bool
bTouchForceScaledToMass	true	bool
bPushForceScaledToMass	false	bool
bPushForceUsingZOffset	false	bool
bScalePushForceToVelocity	true	bool
StandingDownwardForceScale	1.00000000	float
InitialPushForceFactor	500.000000	float
PushForceFactor	750000.000	float
PushForcePointZOffsetFactor	-0.750000000	float
TouchForceFactor	1.00000000	float
MinTouchForce	-1.00000000	float
MaxTouchForce	250.000000	float
RepulsionForce	2.50000000	float
bForceBraking_DEPRECATED	0	unsigned int
CrouchedSpeedMultiplier_DEPRECATED	0.500000000	float
UpperImpactNormalScale_DEPRECATED	0.500000000	float
Acceleration	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
LastUpdateLocation	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
LastUpdateRotation	{X=0.000000000 Y=0.000000000 Z=0.000000000 ...}	FQuat
LastUpdateVelocity	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
ServerLastTransformUpdateTimeStamp	0.000000000	float
PendingImpulseToApply	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
PendingForceToApply	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
AnalogInputModifier	0.000000000	float
MaxSimulationTimeStep	0.0500000007	float
MaxSimulationIterations	8	int
NetworkSimulatedSmoothLocationTime	0.100000001	float
NetworkSimulatedSmoothRotationTime	0.0329999998	float
ListenServerNetworkSimulatedSmoothLocationTime	0.0399999991	float
ListenServerNetworkSimulatedSmoothRotationTime	0.0329999998	float
NetworkMaxSmoothUpdateDistance	256.000000	float
NetworkNoSmoothUpdateDistance	384.000000	float
NetworkSmoothingMode	Exponential (2 '\x2')	ENetworkSmoothingMode
LedgeCheckThreshold	4.00000000	float
JumpOutOfWaterPitch	11.2500000	float
CurrentFloor	{bBlockingHit=0 bWalkableFloor=0 bLineTrace=0 ...}	FFindFloorResult
DefaultLandMovementMode	MOVE_Walking (1)	TEnumAsByte<enum EMovementMode>
DefaultWaterMovementMode	MOVE_Swimming (4)	TEnumAsByte<enum EMovementMode>
GroundMovementMode	MOVE_Walking (1)	TEnumAsByte<enum EMovementMode>
bMaintainHorizontalGroundVelocity	1	unsigned int
bImpartBaseVelocityX	1	unsigned int
bImpartBaseVelocityY	1	unsigned int
bImpartBaseVelocityZ	1	unsigned int
bImpartBaseAngularVelocity	1	unsigned int
bJustTeleported	1	unsigned int
bNetworkUpdateReceived	0	unsigned int
bNetworkMovementModeChanged	0	unsigned int
bIgnoreClientMovementErrorChecksAndCorrection	0	unsigned int
bNotifyApex	0	unsigned int
bCheatFlying	0	unsigned int
bWantsToCrouch	0	unsigned int
bCrouchMaintainsBaseLocation	0	unsigned int
bIgnoreBaseRotation	0	unsigned int
bFastAttachedMove	0	unsigned int
bAlwaysCheckFloor	1	unsigned int
bUseFlatBaseForFloorChecks	0	unsigned int
bPerformingJumpOff	0	unsigned int
bWantsToLeaveNavWalking	0	unsigned int
bUseRVOAvoidance	0	unsigned int
bRequestedMoveUseAcceleration	1	unsigned int
bHasRequestedVelocity	0	unsigned int
bRequestedMoveWithMaxSpeed	0	unsigned int
bWasAvoidanceUpdated	0	unsigned int
bUseRVOPostProcess	0	unsigned int
bDeferUpdateBasedMovement	0	unsigned int
bProjectNavMeshWalking	0	unsigned int
bProjectNavMeshOnBothWorldChannels	0	unsigned int
AvoidanceLockVelocity	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
AvoidanceLockTimer	0.000000000	float
AvoidanceConsiderationRadius	500.000000	float
RequestedVelocity	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
AvoidanceUID	0	int
AvoidanceGroup	{bGroup0=1 bGroup1=0 bGroup2=0 ...}	FNavAvoidanceMask
GroupsToAvoid	{bGroup0=1 bGroup1=1 bGroup2=1 ...}	FNavAvoidanceMask
GroupsToIgnore	{bGroup0=0 bGroup1=0 bGroup2=0 ...}	FNavAvoidanceMask
AvoidanceWeight	0.000000000	float
PendingLaunchVelocity	{X=0.000000000 Y=0.000000000 Z=0.000000000 }	FVector
CachedNavLocation	{Location={X=0.000000000 Y=0.000000000 Z=0.000000000 } NodeRef=0 }	FNavLocation
CachedProjectedNavMeshHitResult	{bBlockingHit=0 bStartPenetrating=0 Time=1.00000000 ...}	FHitResult
NavMeshProjectionInterval	0.100000001	float
NavMeshProjectionTimer	0.000000000	float
NavMeshProjectionInterpSpeed	12.0000000	float
NavMeshProjectionHeightScaleUp	0.670000017	float
NavMeshProjectionHeightScaleDown	1.00000000	float
PostPhysicsTickFunction	{Target=0x000002244572a400 (Name=0x0000022474e0aab8 "CharMoveComp") }	FCharacterMovementComponentPostPhysicsTickFunction
ClientPredictionData	0x0000000000000000 <NULL>	FNetworkPredictionData_Client_Character *
ServerPredictionData	0x0000000000000000 <NULL>	FNetworkPredictionData_Server_Character *
MinTimeBetweenTimeStampResets	240.000000	float
CurrentRootMotion	{RootMotionSources=Empty PendingAddRootMotionSources=Empty bHasAdditiveSources=false ...}	FRootMotionSourceGroup
RootMotionIDMappings	Empty	TArray<FRootMotionServerToLocalIDMapping,TInlineAllocator<16,FDefaultAllocator> >
RootMotionParams	{bHasRootMotion=false BlendWeight=0.000000000 RootMotionTransform={Rotation={m128_f32=0x000002244572aa80 {...} ...} ...} }	FRootMotionMovementParams
bWasSimulatingRootMotion	false	bool
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