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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-_2
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h |
| Include | #include "Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.cpp |
UFUNCTION (BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_ApplyRootMotionMoveToActorForce * ApplyRootMotionMoveToActorForce
(
UGameplayAbility * OwningAbility,
FName TaskInstanceName,
AActor * TargetActor,
FVector TargetLocationOffset,
ERootMotionMoveToActorTargetOffsetType OffsetAlignment,
float Duration,
UCurveFloat * TargetLerpSpeedHorizontal,
UCurveFloat * TargetLerpSpeedVertical,
bool bSetNewMovementMode,
EMovementMode MovementMode,
bool bRestrictSpeedToExpected,
UCurveVector * PathOffsetCurve,
UCurveFloat * TimeMappingCurve,
ERootMotionFinishVelocityMode VelocityOnFinishMode,
FVector SetVelocityOnFinish,
float ClampVelocityOnFinish,
bool bDisableDestinationReachedInterrupt,
float ReachedDestinationDistance
)
Remarks
Apply force to character's movement to move to a target actor