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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_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 ()
class UAbilityTask_ApplyRootMotionMoveToActorForce : public UAbilityTask_ApplyRootMotion_Base
Remarks
Applies force to character's movement
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bDisableDestinationReachedInterrupt | By default, this force ends when the destination is reached. | |
| bool | bRestrictSpeedToExpected | If enabled, we limit velocity to the initial expected velocity to go distance to the target over Duration. | |
| bool | bSetNewMovementMode | ||
| float | Duration | ||
| TEnumAsByte< EMovementMode > | NewMovementMode | ||
| ERootMotionMoveToActorTargetOffsetType | OffsetAlignment | ||
| FApplyRootMotionMoveToActorForceDelegate | OnFinished | ||
| TObjectPtr< UCurveVector > | PathOffsetCurve | ||
| uint8 | PreviousCustomMode | ||
| EMovementMode | PreviousMovementMode | ||
| float | ReachedDestinationDistance | This is the distance where, at or less that this distance to the destination, the user is considered to be at the destination. | |
| FVector | StartLocation | ||
| TObjectPtr< AActor > | TargetActor | ||
| FDelegateHandle | TargetActorSwapHandle | ||
| TObjectPtr< USceneComponent > | TargetComponent | ||
| FVector | TargetComponentRelativeLocation | ||
| TObjectPtr< UCurveFloat > | TargetLerpSpeedHorizontalCurve | ||
| TObjectPtr< UCurveFloat > | TargetLerpSpeedVerticalCurve | ||
| FVector | TargetLocation | ||
| FVector | TargetLocationOffset | ||
| 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_ApplyRootMotionMoveToActorForce
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UAbilityTask_ApplyRootMotionMoveToActorForce * | ApplyRootMotionMoveToActorForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement to move to a target actor | |
| UAbilityTask_ApplyRootMotionMoveToActorForce * | ApplyRootMotionMoveToComponentForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement to move to a target component with relative location | |
| UAbilityTask_ApplyRootMotionMoveToActorForce * | ApplyRootMotionMoveToTargetDataActorForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement using an index into targetData instead of using an actor directly. | |
| FVector | |||
| void | |||
| void | OnTargetActorSwapped
(
AActor* OriginalTarget, |
||
| void | |||
| void | SetRootMotionTargetLocation
(
FVector NewTargetLocation |
||
| bool | UpdateTargetLocation
(
float DeltaTime |
Overridden from UAbilityTask_ApplyRootMotion_Base
| Type | Name | Description | |
|---|---|---|---|
| void |