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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks > API/Plugins/GameplayAbilities/Abilities/Tasks/UAbilityTask_App-_1
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
| Include | #include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.cpp |
void TriggerLanded&40;&41;
Remarks
Work-around for OnLanded being called during bClientUpdating in movement replay code Don't want to trigger our Landed logic during a replay, so we wait until next frame If we don't, we end up removing root motion from a replay root motion set instead of the real one