MassBattle Docsv1.19.20

Move.h

USTRUCT ×6 UENUM ×3

Source/MassBattle/Public/Fragments/Move.h

概述 Overview

Agent 移动体系的 fragment 集合:配置 FMove 聚合四个维度子结构——平面 FXYMovement(速度/加速度/减速度/速度映射/场景扫描)、垂直 FZMovement(坠落/飞行/台阶/坡度/重力/堆叠)、转向 FYawMovement(转向速度/速度映射/三种转向模式/载具轮转向与轨道保护)与倾斜 FTiltMovement(俯仰/翻滚对齐与速度耦合);运行时状态 FMoving(当前/目标速度、输入缓冲、目标点、状态机、击飞、缓存地面数据、平均速度指数滑动平均(1 秒时间常数)、PBD 旋转阻力与 16 个位域标志)。另有三个枚举:EOrientMode(转向模式)、EMovementModel(移动模型:生物/载具/飞行器)、ETiltMode(倾斜作用对象)。

Agent movement fragment set: config FMove aggregates four dimensional sub-structs — planar FXYMovement (speed/accel/decel/speed maps/scene sweeps), vertical FZMovement (falling/flying/step/slope/gravity/stacking), yaw FYawMovement (turn speed/speed map/three turn modes/vehicle steering and orbit guard) and tilt FTiltMovement (pitch/roll ground alignment and velocity coupling); runtime state FMoving (current/desired velocity, input buffers, goal, state machine, launch, cached ground data, an exponential moving average of speed (1-second time constant), PBD rotational resistance and 16 bitfield flags). Three enums: EOrientMode (turn mode), EMovementModel (Creature/Vehicle/Aircraft) and ETiltMode (tilt target).

EOrientMode UENUM

转向模式枚举,由 FYawMovement::TurnMode 使用。

Turn mode enum, used by FYawMovement::TurnMode.

值 Value说明 Description
OrientToPath面朝移动路径。Face the movement path.
OrientToMovement面朝移动方向。Face the movement direction.
AlignToPath对齐路径方向(允许倒退)。Align to the path direction (allows reverse).
AlignToMovement对齐移动方向(允许倒退)。Align to the movement direction (allows reverse).

EMovementModel UENUM

移动模型枚举,由 FMove::MovementModel 使用。影响转向物理(如轮转向角仅对 Vehicle 生效)。

Movement model enum, used by FMove::MovementModel. Affects turning physics (e.g. wheel steering applies to Vehicle only).

值 Value说明 Description
Creature生物。Creature.
Vehicle载具。Vehicle.
Aircraft飞行器。Aircraft.

ETiltMode UENUM

倾斜作用对象枚举,由 FTiltMovement::TiltMode 使用。

Tilt target enum, used by FTiltMovement::TiltMode.

值 Value说明 Description
OnlyCollider仅碰撞体。Only the collider.
OnlyMesh仅网格。Only the mesh.
ColliderAndMesh碰撞体与网格。Collider and mesh.

FXYMovement USTRUCT

平面(XY)移动配置子结构(普通 USTRUCT,非 fragment,作为 FMove::XY 的成员)。含速度/加速度/减速度、起步阈值、接受半径、按角度/距离的速度映射、速度钳制与墙壁/障碍物场景扫描。

Planar (XY) movement config sub-struct (plain USTRUCT, not a fragment; member of FMove::XY). Includes speed/accel/decel, initiate threshold, acceptance radius, angle/distance speed maps, speed clamp and wall/obstacle scene sweeps.

成员变量 Members

名称 Name类型 Type默认值说明 Description
bStopActiveMovementboolfalse仅出生时默认值——出生时播种进 FMoving.bStopActiveMovement;运行时锁存(及 StopAgentsActiveMovement API)在已同步的 FMoving 位上。出生起禁用主动移动;运行时切换请用 StopAgentsActiveMovement(已同步运行时位)。Spawn-time default only — seeded into FMoving.bStopActiveMovement at spawn; the runtime latch (and the StopAgentsActiveMovement API) lives on the synced FMoving bit. Disables active movement from spawn; for runtime toggling use StopAgentsActiveMovement (synced runtime bit).
bMaintainConstantSpeedOnSlopeboolfalse是否在斜坡上保持恒定速度(3D 速度)而非 XY 速度。Whether to maintain a constant speed on slopes (3D speed) instead of XY speed.
MoveSpeedfloat1000.f移动速度,下限 0。Movement speed, clamped at 0.
MoveAccelerationfloat1000.f移动加速度,下限 0。Movement acceleration, clamped at 0.
MoveDecelerationfloat3000.f刹车减速度,下限 0。Braking deceleration, clamped at 0.
MinInitSpeedfloat0.0f最小起步速度阈值,低于该值时 XY 速度被钳制为零。同时控制起步(目标速度超过该值才起步)与末端漂移(避障/碰撞残余速度被归零)。Minimum initiate speed; below it the XY velocity is clamped to zero. Gates both initiation (won't start until the target speed exceeds it) and tail-end drift (avoidance/collision residue is zeroed).
AcceptanceRadiusfloat100.f与移动目标点距离低于该值时停止移动。Stop movement when the distance to the target is below this value.
MoveSpeedRangeMapByAngleFVector4f(0,1,180,1)按角度的速度映射(X: 与移动方向的夹角, Y: 对应速度乘数, Z: 夹角, W: 乘数)。Speed map by angle (X: angle to movement direction, Y: speed multiplier, Z: angle, W: multiplier).
MoveSpeedRangeMapByDistFVector4f(100,1,1000,1)按距离的速度映射(X: 与目标点的距离, Y: 对应速度乘数, Z: 距离, W: 乘数)。Speed map by distance (X: distance to target, Y: speed multiplier, Z: distance, W: multiplier).
XYSpeedLimitFVector2f(0, 5000)水平速度钳制(X: 最小水平速度, Y: 最大水平速度)。Horizontal speed clamp (X: min, Y: max).
bDoSceneTraceboolfalse启用墙壁/障碍物检测(统一扫描)。Enable wall/obstacle trace (Unified Trace).
SceneTraceChannelTEnumAsByte<ECollisionChannel>ECC_WorldStaticRVO 避障中墙壁/障碍物检测的追踪通道。仅 bDoSceneTrace 为 true 时可编辑。Trace channel for wall/obstacle detection in RVO avoidance. Editable only when bDoSceneTrace is true.
SceneSweepIntervalfloat0.f未检测到障碍物时的场景扫描间隔(秒)。0 = 始终扫描。Interval between scene sweeps when no obstacles are detected (seconds). 0 = always sweep.
SceneTraceCapsuleRadiusMultfloat1.0f追踪胶囊半径乘数(1–5),用于横向障碍物检测。较大的值更早检测侧面障碍物,高度不变以避免地面碰撞。最终半径 = Collider.Radius × Scale × 乘数。Trace capsule RADIUS multiplier (1–5) for lateral obstacle detection. Larger detects side obstacles earlier; height unchanged to avoid ground collision. Final radius = Collider.Radius × Scale × Multiplier.

FZMovement USTRUCT

垂直(Z)移动配置子结构(普通 USTRUCT,作为 FMove::Z 的成员)。含坠落开关与行为坠落延迟、飞行高度/速度、台阶与坡度、地面检测策略、堆叠支撑、重力与强制死亡高度。

Vertical (Z) movement config sub-struct (plain USTRUCT; member of FMove::Z). Includes falling toggle and behavioral-falling delay, fly height/speed, step and slope, ground detection strategy, stacking support, gravity and force-kill height.

成员变量 Members

名称 Name类型 Type默认值说明 Description
bEnablebooltrue是否启用坠落。Whether to enable falling.
bFallAnimbooltrue是否可以播放坠落动画。Whether to play the falling animation.
bCanFlyboolfalse是否可以飞行。Whether the unit can fly.
FallingCoyoteTimefloat0.1f进入行为坠落模式前必须保持离地的秒数(关闭避障、斜坡投影、寻路、转向)。物理(重力、空气阻力)始终立即生效。0 = 立即(旧行为)。Seconds airborne before behavioral falling engages (avoidance off, slope projection off, pathfinding off, turning off). Physics (gravity, air drag) always engage immediately. 0 = instant (legacy).
FlyHeightFVector2f(200, 400)目标飞行高度(X: 最小, Y: 最大)。使用速度和加速度跟随地形,类似斜坡移动。仅 bCanFly 为 true 时可编辑。Target fly height (X: min, Y: max). The agent follows terrain using velocity and acceleration, similar to slope movement. Editable only when bCanFly is true.
ZSpeedfloat300.f飞行单位的垂直移动速度,下限 0。Vertical movement speed for flying units, clamped at 0.
ZAccelerationfloat1000.f飞行单位的垂直加速度,下限 0。Vertical acceleration for flying units, clamped at 0.
StepHeightfloat35.0f障碍物跨越的台阶高度,下限 0。Step height for obstacle traversal, clamped at 0.
MaxWalkableSlopefloat45.0f最大可行走斜坡角度(度,0–90)。Max walkable slope angle in degrees (0–90).
GroundHeightOffsetfloat0.0f将 Agent 偏移到地面内/上。正值 = 下沉到地面内(半埋),负值 = 悬浮在地面上。追踪会自动补偿。Offsets the agent into/above the ground. Positive = sink in (submerged), negative = hover above. Traces are automatically compensated.
GroundSourceEGroundSourceFlowField地面检测策略(Raycast / FlowField 混合 / FlowField_Strict),枚举定义于 MassBattleEnums.h。Ground detection strategy (Raycast / FlowField hybrid / FlowField_Strict); enum defined in MassBattleEnums.h.
GroundTraceChannelTEnumAsByte<ECollisionChannel>ECC_WorldStatic地面检测的追踪通道(射线回退模式)。仅 GroundSource != FlowField_Strict 时可编辑。Trace channel for ground detection (raycast fallback). Editable only when GroundSource != FlowField_Strict.
StackStrengthfloat0.25fAgent 被下方 Agent 支持的程度(0–1,0 无支持,1 全支持)。How much the agent is supported by the underlying agent (0–1; 0 = no support, 1 = full support).
Gravityfloat-1000.f重力加速度。Gravity.
KillZfloat-10000.f强制死亡高度——低于此高度时强制移除。Force-kill height — force removal when below this height.
ZSpeedLimitFVector2f(5000, 5000)垂直速度钳制(X: 最大上升速度, Y: 最大坠落速度)。Vertical speed clamp (X: max upward speed, Y: max falling speed).

FYawMovement USTRUCT

转向(Yaw)移动配置子结构(普通 USTRUCT,作为 FMove::Yaw 的成员)。含转向速度/加速度/速度映射、最小触发速度、三种转向模式,以及载具专属的轮转向角/转向速率/对齐滞后/轨道保护参数(仅 AlignTo* 模式与 Vehicle 物理生效)。

Yaw movement config sub-struct (plain USTRUCT; member of FMove::Yaw). Includes turn speed/accel/speed map, min initiate speed, three turn modes, plus vehicle-only wheel steering angle/steering rate/align hysteresis/orbit-guard parameters (effective only in AlignTo* modes and Vehicle physics).

成员变量 Members

名称 Name类型 Type默认值说明 Description
bEnablebooltrue是否启用转向。Whether turning is enabled.
TurnSpeedfloat1000转向角速度,下限 0。Turn angular velocity, clamped at 0.
TurnAccelerationfloat1000转向角加速度,下限 0。Turn angular acceleration, clamped at 0.
TurnSpeedRangeMapByMoveSpeedFVector4f(0,1,2000,1)基于当前 XY 移动速度的转向速度映射(X: 速度输入下限, Y: 乘数输出下限, Z: 速度输入上限, W: 乘数输出上限)。低速时转向更快,高速时转向受限。默认:无衰减。Turn speed map by current XY move speed (X: speed input min, Y: multiplier output min, Z: speed input max, W: multiplier output max). Low speed turns faster, high speed is limited. Default: no attenuation.
MinInitSpeedfloat0.0f最小转向触发速度,低于该值时停止自主转向并保持当前朝向,避免低速时残余避障/碰撞速度方向噪声引发的转向抖动。瞄准/面朝目标的强制朝向会绕过此限制。Minimum initiate turn speed; below it autonomous turning is suppressed and the current orientation is kept, preventing low-speed yaw jitter from noisy residual avoidance/collision velocity. Aim and lock-on-stationary force-face overrides bypass this gate.
TurnModeEOrientModeOrientToPath转向模式(见 EOrientMode)。Turn mode (see EOrientMode).
ReverseSpeedRatiofloat0.9f对齐模式:倒车最高速度占有效最大速度的比例(0.05–1.0)。用于评估倒车分支耗时。仅 AlignTo* 模式可编辑。Align modes: top reverse speed as a fraction of effective max speed (0.05–1.0). Used in the TimeB forecast comparing forward vs reverse branches. Editable only in AlignTo* modes.
AlignHysteresisfloat0.10f对齐模式:切换正向/反向分支的滞后阈值(0–0.5)。仅当另一分支快于当前分支该比例时才切换,防止抖动。Align modes: hysteresis margin (0–0.5) for flipping between forward-drive and reverse-drive branches. Switch only when the other branch is faster by this fraction; prevents chatter.
MaxSteeringAnglefloat0.f载具最大轮转向角(度,0–90)。0 = 禁用(旧行为:速度始终沿底盘前向)。Maximum wheel steering angle in degrees for Vehicle (0–90). 0 disables (legacy: velocity always along chassis forward).
SteeringRatefloat180.f轮转向角变化速率(度/秒,下限 1)。控制转向响应速度。Wheel steering angle change rate in degrees per second (clamped at 1). Controls turn responsiveness.
OrbitGuardMultfloat0.5f对齐模式(仅载具物理):打破环绕的力度(节流确保转弯半径 R < 距目标距离 × 倍率;为收敛该值必须 < 1。越小越激进)。已摘除编辑器/BP 暴露——无任何配置启用过;固定默认 0.5 保持稳妥的环绕破解力度,载具物理求解路径仍读取该字段。Align modes (Vehicle physics only): orbit-break aggressiveness (throttle keeps min turn radius R below DistToGoal × mult; convergence requires R < DistToGoal so values must be < 1. Smaller = more aggressive). Editor/BP exposure retired — no authored config ever used it; the fixed 0.5 default keeps the robust orbit-break behavior and the vehicle-physics solve paths still read this field.
OrbitMinSpeedMultfloat0.0f对齐模式(仅载具物理):轨道保护激活时的最小速度乘数(0–1)。0 = 允许完全停止并原地转向以打破轨道锁(推荐)。已摘除编辑器/BP 暴露;固定默认 0.0(允许停车原地转向),载具物理求解路径仍读取该字段。Align modes (Vehicle physics only): minimum speed multiplier (0–1) when the orbit guard is active. 0 = allow full stop and pivot-in-place to break orbit-lock (recommended). Editor/BP exposure retired; fixed default 0.0 (full-stop pivot allowed) and the vehicle-physics solve paths still read this field.
RotationalResistanceScalefloat0.f扫掠弧占位转向抑制强度(0–1)。旋转中的水平胶囊(坦克)每帧扫过一个弧区;弧区被其他单位/障碍物占据的比例按乘法折减转速。1 = 弧占满时完全停转;0.5 = 转速减半;0 禁用。占位与质量无关——轻单位站在扫掠弧内即可拖慢重单位,无论位置上谁让步。竖直胶囊(步兵)无扫掠体,不受影响。Sweep-arc occupancy turn suppression strength (0–1). A rotating horizontal capsule (tank) sweeps an arc each frame; the fraction of that arc occupied by agents/obstacles multiplicatively scales turn rate down. 1 = a fully-occupied arc stops rotation outright; 0.5 = halves it; 0 disables. Occupancy is mass-independent — light units in the sweep arc slow heavy units regardless of who yields positionally. Vertical capsules (infantry) have no sweep body and are never affected.

FTiltMovement USTRUCT

倾斜移动配置子结构(普通 USTRUCT,作为 FMove::Tilt 的成员)。地面法线俯仰/翻滚对齐 + 速度耦合的俯仰/翻滚(每单位速度的角度乘数)。

Tilt movement config sub-struct (plain USTRUCT; member of FMove::Tilt). Ground-normal pitch/roll alignment plus velocity-coupled pitch/roll (angle per unit of speed).

成员变量 Members

名称 Name类型 Type默认值说明 Description
bAlignToGroundPitchboolfalse根据地面法线对齐俯仰角(需要多点地面追踪)。Align pitch to the ground normal (requires multi-point ground traces).
bAlignToGroundRollboolfalse根据地面法线对齐翻滚角(需要多点地面追踪)。Align roll to the ground normal (requires multi-point ground traces).
PitchAngleLimitfloat45.0f最大俯仰角限制(度,0–90)。Maximum pitch angle limit in degrees (0–90).
RollAngleLimitfloat45.0f最大翻滚角限制(度,0–90)。Maximum roll angle limit in degrees (0–90).
TiltSpeedfloat10.0f倾斜插值速度,下限 0。Tilt interpolation speed, clamped at 0.
TiltModeETiltModeColliderAndMesh哪些组件受倾斜影响(见 ETiltMode)。Which components are affected by tilt (see ETiltMode).
VerticalSpeedToPitchMultfloat0.0f每单位垂直速度(Z 速度)的俯仰角度。正值 = 上升时抬头。Pitch angle per unit of vertical speed (Z velocity). Positive = pitch up when ascending.
ForwardSpeedToPitchMultfloat0.0f每单位前进速度的俯仰角度。正值 = 前进时低头。Pitch angle per unit of forward speed. Positive = pitch down when moving forward.
LateralSpeedToRollMultfloat0.0f每单位横向速度的翻滚角度。正值 = 向右移动时向右倾斜(自然倾斜);负值 = 反向。Roll angle per unit of lateral speed. Positive = roll right when moving right (natural banking); negative = roll left.
TurnRateToRollMultfloat0.0f每单位角速度的翻滚角度(偏航率,度/秒)。正值 = 向转向方向倾斜(自然倾斜);负值 = 反向。Roll angle per unit of angular velocity (yaw rate in deg/sec). Positive = roll in the turn direction (natural banking); negative = opposite.

FMove USTRUCT

移动配置 fragment,派生自 FA_MassBattleBaseFragment。聚合四个维度子结构(XY / Z / Yaw / Tilt)与移动模型枚举。所有字段为策划可调参数,运行时不变。

Movement config fragment derived from FA_MassBattleBaseFragment. Aggregates the four dimensional sub-structs (XY / Z / Yaw / Tilt) plus the movement model enum. All fields are designer-tunable and constant at runtime.

成员变量 Members

名称 Name类型 Type默认值说明 Description
bEnablebooltrue是否启用移动属性。Whether movement properties are enabled.
MovementModelEMovementModelCreature移动模型类型(生物/载具/飞行器)。仅编辑默认值,运行时只读。Movement model type (Creature/Vehicle/Aircraft). EditDefaultsOnly, read-only at runtime.
XYFXYMovement—平面运动配置。Planar movement config.
ZFZMovement—垂直运动配置。Vertical movement config.
YawFYawMovement—转向配置。Turn config.
TiltFTiltMovement—倾斜运动配置。Tilt movement config.

FMoving USTRUCT

移动运行时状态 fragment,派生自 FA_MassBattleBaseFragment,由移动处理器逐帧推进。含速度、输入缓冲、目标点、状态机、击飞、飞行高度、缓存地面数据、平均速度指数滑动平均(时间常数 1 秒,供卡住检测)、PBD 旋转阻力与 16 个位域标志。

Movement runtime state fragment derived from FA_MassBattleBaseFragment, advanced per frame by the move processor. Includes velocities, input buffers, goal, state machine, launch, flying height, cached ground data, an exponential moving average of the 2D speed (1-second time constant, for stuck detection), PBD rotational resistance and 16 bitfield flags.

成员变量 Members

名称 Name类型 Type默认值说明 Description
CurrentVelocityFVector3f(0,0,0)当前线速度。Current linear velocity.
DesiredVelocityFVector3f(0,0,0)想要达成的线速度。Desired linear velocity.
PendingInputVectorFVector3f(0,0,0)每帧累积的移动输入(对应 APawn::ControlInputVector),由移动处理器每帧消费一次。Per-frame accumulated movement input (mirrors APawn::ControlInputVector); consumed once per tick by the move processor.
LastInputVectorFVector3f(0,0,0)上次消费的输入向量(对应 APawn::LastControlInputVector),由移动处理器每帧写入,仅内部诊断用。Last consumed input vector (mirrors APawn::LastControlInputVector); written by the move processor each tick, internal diagnostics only.
CurrentAngularVelocityfloat0当前角速度。Current angular velocity.
SteeringAnglefloat0.f载具当前轮转向角(度)。帧间持久。Current wheel steering angle in degrees for Vehicle. Persisted across frames.
GoalFVector(0,0,0)目标位置。始终有值——出生时默认为出生点,并由 MoveTo/追击/巡逻更新。Desired destination. Always filled — defaults to the spawn location and is updated by MoveTo/chase/patrol.
MoveStateEMoveStateNone当前移动状态(None/Moving/Arrived/Returning),枚举定义于 MassBattleEnums.h。Current movement state (None/Moving/Arrived/Returning); enum defined in MassBattleEnums.h.
ActiveMoveToTaskIDuint320当前拥有该 Agent 移动权的 AgentsMoveTo 任务 ID。用于检测新任务认领,使旧任务静默放弃。ID of the AgentsMoveTo task currently owning this agent's movement. Detects when a newer task claims the agent so the old task can silently drop it.
LaunchVelSumFVector3f(0,0,0)累积的击飞速度。Accumulated launch velocity.
PushBackSpeedOverridefloat0击退速度覆盖。Override speed for pushback.
FlyingHeightfloat0飞行单位目标高度。使用速度和加速度平滑移动到此高度。Target height above ground for flying units; the agent smoothly moves toward it using velocity and acceleration.
MoveSpeedMultfloat1移动速度乘数。Movement speed multiplier.
TurnSpeedMultfloat1转向速度乘数。Turn speed multiplier.
CurrentTiltFQuat4fIdentity当前倾斜旋转。Current tilt rotation.
CachedGroundNormalFVector3f(0,0,1)缓存的地面法线向量。Cached ground normal vector.
CachedGroundZfloat0.f缓存的地面表面 Z 高度。Cached ground surface Z height.
LaunchingTimeLeftfloat0.f击飞状态剩余时间。Time left for the launching state.
FallingTimerfloat0.f坠落状态延迟计时器。Timer for the falling-state delay.
SceneSweepTimerfloat0.f场景扫描间隔计时器。Timer for the scene sweep interval.
AverageSpeedfloat0.f2D 速度的指数滑动平均,时间常数 1 秒——按步长(dt)自适应,取代了依赖 tick 率的 5 tick 环形缓冲:无论步长配置为何,窗口都是 1 秒模拟时间。由 MoveProcessor/MoveProcessorFP 在块首写入(上一帧最终速度,已定稿且确定);供任务卡住检测(MoveTo/ChaseAttack)消费。经 UPROPERTY 快照同步。Exponential moving average of the 2D speed with a 1-second time constant — dt-aware, replacing the tick-rate-dependent 5-tick ring: the window is one second of sim time regardless of the configured step. Fed by MoveProcessor/MoveProcessorFP at start-of-block (previous frame's final velocity, settled and deterministic); consumed by task stuck checks (MoveTo/ChaseAttack). Snapshot-synced via UPROPERTY.
bMovingToGoaluint8 : 10正在朝 Goal 移动(非 idle)。Actively moving toward Goal (not idle).
bPreviouslyInAcceptanceRadiusuint8 : 10上一帧接受半径状态(边沿检测)。Previous acceptance-radius edge-detect state.
bCachedHitGrounduint8 : 10本帧是否接触地面。Hit ground this frame.
bHasRecentSceneHituint8 : 10上次场景扫描检测到障碍物。Last scene sweep detected obstacles.
bCachedSupportedByCollisionuint8 : 10上一帧被其他 Agent 支撑。Supported by other agents last frame.
bCachedTouchingObstuint8 : 10上一帧接触障碍物→发布到网格。In obstacle contact last frame → grid publish.
bCachedIsAvoidingObstuint8 : 10上一帧避让障碍物→发布到网格。Avoiding obstacle neighbors last frame → grid publish.
bCachedLocalDisturbanceuint8 : 10上一帧重单位过境(非让步/重得多的单位进入范围)→归位准入冻结。Heavy transit (non-yielding / much-heavier agent) within range last frame → return admission freeze.
bCachedSideStepObligationuint8 : 10上一帧静止自身欠 ≥1 个过路者的侧让(净空缺口)→归位准入冻结——侧让优先于回归。Idle self owed ≥1 passer a sidestep (clearance deficit) last frame → return admission freeze — sidestep outranks return.
bCachedCollidedAgentuint8 : 10上一帧处于 agent 对 agent 的 PBD 接触——Section 9 压力门读此位(随快照恢复;旧的处理器数组读取在 resync 后过期)。In agent-vs-agent PBD contact last frame — the Section 9 pressure gate reads this (snapshot-restored; the former processor-array read went stale after resync).
bAlignReverseActiveuint8 : 10对齐倒退模式滞后状态。Align reverse-mode hysteresis state.
bMoveToLockeduint8 : 10BP MoveTo 任务持有移动权(内部)。BP MoveTo task owns movement (internal).
bMoveToSuspendeduint8 : 10高优先级行为中断 MoveTo(内部)。Higher-priority behavior interrupted MoveTo (internal).
bMoveInputIgnoreduint8 : 10置位时抛弃非强制移动输入(对应 AController::IsMoveInputIgnored)。Discard non-bForce movement input when set (mirrors AController::IsMoveInputIgnored).
bComponentDrivenPositionuint8 : 10位置由组件驱动(ComponentToEntity 同步)。Location driven by the component (ComponentToEntity sync).
bStopActiveMovementuint8 : 10主动移动已禁用(运行时锁存;出生时由 FMove.XY.bStopActiveMovement 配置播种)。已同步——旧的配置 fragment 写入在快照重建后会丢失。Active movement disabled (runtime latch; seeded at spawn from the FMove.XY.bStopActiveMovement config). Synced — the legacy config-fragment write was lost on snapshot rebuild.
RotationalResistancefloat0.fPBD 接触累积的旋转阻力(绕 Z 轴扭矩),由转向处理消费,每帧重置。PBD-accumulated rotational resistance (torque around Z), consumed by the yaw section, reset each frame.

管线角色 Pipeline Role

grep 验证:FMoving / FMove 被 MassBattleAgentMoveProcessor(.FP)(主移动逻辑:速度推进、转向、坠落/飞行、输入消费)、MassBattleAgentBehaviorProcessor(MoveTo/追击/巡逻写 Goal)、MassBattleAgentReactionProcessor(Return 卡住检测)、MassBattleAgentComponent(输入提交)、MassBattleLootComponent / MassBattleProjectileComponent 与 MassBattleNetworkGameStateBase(快照)引用。

Verified by grep: FMoving / FMove are referenced by MassBattleAgentMoveProcessor(.FP) (main movement logic: velocity advance, turning, falling/flying, input consumption), MassBattleAgentBehaviorProcessor (MoveTo/chase/patrol write Goal), MassBattleAgentReactionProcessor (Return stuck detection), MassBattleAgentComponent (input submission), MassBattleLootComponent / MassBattleProjectileComponent and MassBattleNetworkGameStateBase (snapshots).