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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayTask
- UAbilityTask
- UAbilityTask_ApplyRootMotion_Base
- UAbilityTask_ApplyRootMotionMoveToActorForce
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h |
Include | #include "Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h" |
Syntax
UCLASS&40;&41;
class UAbilityTask_ApplyRootMotionMoveToActorForce : public UAbilityTask_ApplyRootMotion_Base
Remarks
Applies force to character's movement
Variables
Type | Name | Description | |
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bool | bDisableDestinationReachedInterrupt | By default, this force ends when the destination is reached. |
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bool | bRestrictSpeedToExpected | If enabled, we limit velocity to the initial expected velocity to go distance to the target over Duration. |
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bool | bSetNewMovementMode | |
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float | Duration | |
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TEnumAsByte< EMovementMode > | NewMovementMode | |
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ERootMotionMoveToActorTargetOffsetType | OffsetAlignment | |
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FApplyRootMotionMoveToActorForceDelegate | OnFinished | |
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TObjectPtr< UCurveVector > | PathOffsetCurve | |
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uint8 | PreviousCustomMode | |
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EMovementMode | PreviousMovementMode | |
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FVector | StartLocation | |
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TObjectPtr< AActor > | TargetActor | |
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FDelegateHandle | TargetActorSwapHandle | |
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TObjectPtr< UCurveFloat > | TargetLerpSpeedHorizontalCurve | |
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TObjectPtr< UCurveFloat > | TargetLerpSpeedVerticalCurve | |
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FVector | TargetLocation | |
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FVector | TargetLocationOffset | |
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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 | |
---|---|---|---|
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UAbilityTask_ApplyRootMotionMoveToActorForce
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UAbilityTask_ApplyRootMotionMoveToActorForce * | ApplyRootMotionMoveToActorForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement |
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UAbilityTask_ApplyRootMotionMoveToActorForce * | ApplyRootMotionMoveToTargetDataActorForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement using an index into targetData instead of using an actor directly. |
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FVector | ||
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void | ||
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void | OnTargetActorSwapped
(
AActor* OriginalTarget, |
|
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void | SetRootMotionTargetLocation
(
FVector NewTargetLocation |
|
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bool | UpdateTargetLocation
(
float DeltaTime |
Overridden from UAbilityTask_ApplyRootMotion_Base
Type | Name | Description | |
---|---|---|---|
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void |
Overridden from UGameplayTask
Type | Name | Description | |
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void | OnDestroy
(
bool bInOwnerFinished |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |
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void | TickTask
(
float DeltaTime |
Tick function for this task, if bTickingTask == true |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | Called right before being marked for destruction due to network replication |