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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_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 ()
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 | |
|---|---|---|---|
| bool | bIsFinished | ||
| float | DurationOfMovement | ||
| TObjectPtr< UCurveFloat > | LerpCurve | ||
| TObjectPtr< UCurveVector > | LerpCurveVector | ||
| FMoveToLocationDelegate | OnTargetLocationReached | ||
| FVector | StartLocation | ||
| FVector | TargetLocation | ||
| float | TimeMoveStarted | ||
| float | TimeMoveWillEnd |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_MoveToLocation
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| 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 | |
|---|---|---|---|
| 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 | InitSimulatedTask
(
UGameplayTasksComponent& InGameplayTasksComponent |
||
| 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 |