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Movement Handoff API

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Header: PlanetX/Blueprint/PlanetXMovementHandoffLibrary.h

Class: UPlanetXMovementHandoffLibrary

Blueprint category: PlanetX|Movement Handoff

The library stores a versioned movement snapshot and returns an FPlanetXMovementHandoffHandle. Later calls resolve, apply, consume, or cancel that handle. All ten public operations return bool and also write FPlanetXMovementHandoffResult; inspect both before using outputs.

#Capture

FunctionInputs and output
CaptureMovementComponentHandoffCaptures a UMovementComponent with FPlanetXMovementHandoffCaptureRequest; writes snapshot and result.
CapturePhysicsBodyHandoffCaptures a UPrimitiveComponent physics body; writes snapshot and result.
CaptureMovementHandoffVelocityCaptures supplied linear and angular World velocity for a source Actor; writes snapshot and result.

FPlanetXMovementHandoffCaptureRequest specifies source and target coordinate frames, source and target actor-space states, and snapshot lifetime.

#Resolve and apply

FunctionInputs and output
ResolveMovementHandoffVelocityResolves a handle to destination World linear and angular velocity using EPlanetXMovementContinuityPolicy.
ApplyMovementComponentHandoffApplies a handle to a destination UMovementComponent using FPlanetXMovementHandoffApplyOptions.
ApplyPhysicsBodyHandoffApplies a handle to a destination physics body.
SwitchMovementComponentsWithHandoffCaptures the source, switches component activity according to the options, and applies to the target.

Apply options control continuity, source deactivation, target activation, component-velocity update, consume-on-success, and same-Actor enforcement. A failed switch is not permission to assume component activity or velocity changed as intended; inspect the result and current components.

#Inspect and finish

FunctionContract
GetMovementHandoffSnapshotReads the snapshot identified by a handle without consuming it.
ConsumeMovementHandoffMarks a pending handle consumed.
CancelMovementHandoffMarks a pending handle cancelled.

Use the returned handle rather than looking up state by Actor. A handle can fail because it is invalid, expired, consumed, cancelled, or no longer matches the stored generation. Capture immediately before the transition, resolve and apply after the destination frame is available, and consume only after successful application.