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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObject
- IGameplayTaskOwnerInterface
- UGameplayTask
- UAbilityTask
- UAbilityTask_ApplyRootMotion_Base
- UAbilityTask_ApplyRootMotionJumpForce
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
| Include | #include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h" |
Syntax
UCLASS ()
class UAbilityTask_ApplyRootMotionJumpForce : public UAbilityTask_ApplyRootMotion_Base
Remarks
Applies force to character's movement
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bFinishOnLanded | ||
| bool | bHasLanded | ||
| float | Distance | ||
| float | Duration | ||
| float | Height | ||
| float | MinimumLandedTriggerTime | ||
| FApplyRootMotionJumpForceDelegate | OnFinish | ||
| FApplyRootMotionJumpForceDelegate | OnLanded | ||
| TObjectPtr< UCurveVector > | PathOffsetCurve | ||
| FRotator | Rotation | ||
| TObjectPtr< UCurveFloat > | TimeMappingCurve | Maps real time to movement fraction curve to affect the speed of the movement through the path Curve X is 0 to 1 normalized real time (a fraction of the duration) Curve Y is 0 to 1 is what percent of the move should be at a given X Default if unset is a 1:1 correspondence |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_ApplyRootMotionJumpForce
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UAbilityTask_ApplyRootMotionJumpForce * | ApplyRootMotionJumpForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement | |
| void | Finish () |
||
| void | OnLandedCallback
(
const FHitResult& Hit |
||
| void | |||
| void | 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 |
Overridden from UAbilityTask_ApplyRootMotion_Base
| Type | Name | Description | |
|---|---|---|---|
| void |
Overridden from UGameplayTask
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it | |
| void | OnDestroy
(
bool AbilityIsEnding |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. | |
| void | TickTask
(
float DeltaTime |
Tick function for this task, if bTickingTask == true |