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Linear And Angular Velocity Tracker

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Verse }

players_velocity_tracker_device := class<concrete>(creative_device):
    # Tracking variables
    var PlayersLastPositionAndRotation : [agent]tuple(vector3, rotation) = map{} 
    var PlayersVelocity : [agent]tuple(vector3, float) = map{}
    
    @editable
    DeltaTime : float = 0.0333 # 0.033 = 30 FPS, 0.016 = 60 FPS, 0.0083 = 120 fps ...
    @editable
    DebugUpdateTime : float = 0.0
    
    OnBegin<override>()<suspends>:void=
        spawn{UpdatePlayersVelocity()}
        if(DebugUpdateTime > 0.0):
            spawn{DebugOutput()}

    GetPlayerLinearVelocity<public>(Agent : agent)<decides><transacts>:vector3=
        var ReturnValue : ?vector3 = false
        if(PlayersVelocity[Agent], set ReturnValue = option{PlayersVelocity[Agent](https://dev.epicgames.com/community/snippets/GRVN/0)}):            
        ReturnValue?
    GetPlayerLinearVelocityLength<public>(Agent : agent)<decides><transacts>:float=
        var ReturnValue : ?float = false
        if(PlayersVelocity[Agent], set ReturnValue = option{PlayersVelocity[Agent](https://dev.epicgames.com/community/snippets/GRVN/0).Length()}):            
        ReturnValue?
    GetPlayerAngularVelocityRadians<public>(Agent : agent)<decides><transacts>:float=
        var ReturnValue : ?float = false
        if(PlayersVelocity[Agent], set ReturnValue = option{PlayersVelocity[Agent](https://dev.epicgames.com/community/snippets/GRVN/1)}):            
        ReturnValue?
    GetPlayerAngularVelocityDegree<public>(Agent : agent)<decides><transacts>:float=
        var ReturnValue : ?float = false
        if(VelocityInDegrees := GetPlayerAngularVelocityRadians[Agent] * 180.0 / PiFloat):        
            set ReturnValue = option{VelocityInDegrees}
        ReturnValue?
    UpdatePlayersVelocity<internal>()<suspends>:void=
        loop:
            for(i := 0..GetPlayspace().GetPlayers().Length-1, PlayerAgent := GetPlayspace().GetPlayers()[i]):
                if(CFortChar := PlayerAgent.GetFortCharacter[], CFortChar.IsActive[]):
                    CurrentPositionCharacter := CFortChar.GetTransform().Translation
                    CurrentRotationCharacter := CFortChar.GetViewRotation()
                    if(LastPosition := PlayersLastPositionAndRotation[PlayerAgent](https://dev.epicgames.com/community/snippets/GRVN/0), LastRotation := PlayersLastPositionAndRotation[PlayerAgent](https://dev.epicgames.com/community/snippets/GRVN/1), cPlayerVelocity := ((CurrentPositionCharacter - LastPosition) / DeltaTime, (CurrentRotationCharacter.GetYawPitchRollDegrees()[0] - LastRotation.GetYawPitchRollDegrees()[0]) / DeltaTime), set PlayersLastPositionAndRotation[PlayerAgent] = (CurrentPositionCharacter, CurrentRotationCharacter)):
                        if(set PlayersVelocity[PlayerAgent] = cPlayerVelocity): # UEFN APIs will change in the future, so take in mind this is provvisory

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    Last updated Jun 23, 2026
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    Compiles · verified Jun 25, 2026
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