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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_MoveToLocation
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_MoveToLocation.h |
Include | #include "Abilities/Tasks/AbilityTask_MoveToLocation.h" |
Syntax
UCLASS&40;&41;
class UAbilityTask_MoveToLocation : public UAbilityTask
Remarks
TODO: -Implement replicated time so that this can work as a simulated task for Join In Progress clients. Move to a location, ignoring clipping, over a given length of time. Ends when the TargetLocation is reached. This will RESET your character's current movement mode! If you wish to maintain PHYS_Flying or PHYS_Custom, you must reset it on completion.!
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bIsFinished | |
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float | DurationOfMovement | |
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TObjectPtr< UCurveFloat > | LerpCurve | |
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TObjectPtr< UCurveVector > | LerpCurveVector | |
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FMoveToLocationDelegate | OnTargetLocationReached | |
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FVector | StartLocation | |
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FVector | TargetLocation | |
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float | TimeMoveStarted | |
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float | TimeMoveWillEnd |
Constructors
Type | Name | Description | |
---|---|---|---|
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UAbilityTask_MoveToLocation
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UAbilityTask_MoveToLocation * | MoveToLocation
(
UGameplayAbility* OwningAbility, |
Move to the specified location, using the vector curve (range 0 - 1) if specified, otherwise the float curve (range 0 - 1) or fallback to linear interpolation |
Overridden from UGameplayTask
Type | Name | Description | |
---|---|---|---|
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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 |
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void | InitSimulatedTask
(
UGameplayTasksComponent& InGameplayTasksComponent |
|
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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 |