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<div id="projectname">Kinematic Character Controller
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<div class="title">Class List</div> </div>
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<div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
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<div class="levels">[detail level <span onclick="javascript:toggleLevel(1);">1</span><span onclick="javascript:toggleLevel(2);">2</span>]</div><table class="directory">
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<tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;"> </span><span id="arr_0_" class="arrow" onclick="toggleFolder('0_')">▼</span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_kinematic_character_controller.html" target="_self">KinematicCharacterController</a></td><td class="desc"></td></tr>
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<tr id="row_0_0_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_grounding_report.html" target="_self">CharacterGroundingReport</a></td><td class="desc">Contains all the information for the motor's grounding status </td></tr>
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<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_character_transient_grounding_report.html" target="_self">CharacterTransientGroundingReport</a></td><td class="desc">Contains the simulation-relevant information for the motor's grounding status </td></tr>
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<tr id="row_0_2_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_hit_stability_report.html" target="_self">HitStabilityReport</a></td><td class="desc">Contains all the information from a hit stability evaluation </td></tr>
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<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_character_controller.html" target="_self">ICharacterController</a></td><td class="desc"></td></tr>
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<tr id="row_0_4_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="interface_kinematic_character_controller_1_1_i_mover_controller.html" target="_self">IMoverController</a></td><td class="desc"></td></tr>
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<tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_k_c_c_settings.html" target="_self">KCCSettings</a></td><td class="desc"></td></tr>
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<tr id="row_0_6_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" target="_self">KinematicCharacterMotor</a></td><td class="desc">Component that manages character collisions and movement solving </td></tr>
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<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_kinematic_character_motor_state.html" target="_self">KinematicCharacterMotorState</a></td><td class="desc">Represents the entire state of a character motor that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
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<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_system.html" target="_self">KinematicCharacterSystem</a></td><td class="desc">The system that manages the simulation of <a class="el" href="class_kinematic_character_controller_1_1_kinematic_character_motor.html" title="Component that manages character collisions and movement solving">KinematicCharacterMotor</a> and <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> </td></tr>
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<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_overlap_result.html" target="_self">OverlapResult</a></td><td class="desc">Describes an overlap between the character capsule and another collider </td></tr>
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<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" target="_self">PhysicsMover</a></td><td class="desc">Component that manages the movement of moving kinematic rigidbodies for proper interaction with characters </td></tr>
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<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_physics_mover_state.html" target="_self">PhysicsMoverState</a></td><td class="desc">Represents the entire state of a <a class="el" href="class_kinematic_character_controller_1_1_physics_mover.html" title="Component that manages the movement of moving kinematic rigidbodies for proper interaction with chara...">PhysicsMover</a> that is pertinent for simulation. Use this to save state or revert to past state </td></tr>
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<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_kinematic_character_controller_1_1_read_only_attribute.html" target="_self">ReadOnlyAttribute</a></td><td class="desc"></td></tr>
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<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;"> </span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_kinematic_character_controller_1_1_rigidbody_projection_hit.html" target="_self">RigidbodyProjectionHit</a></td><td class="desc">Contains the information of hit rigidbodies during the movement phase, so they can be processed afterwards </td></tr>
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