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Applies force to character's movement
| Name | UAbilityTask_ApplyRootMotionJumpForce |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
| Include Path | #include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h" |
Syntax
UCLASS (MinimalAPI)
class UAbilityTask_ApplyRootMotionJumpForce : public UAbilityTask_ApplyRootMotion_Base
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayTask → UAbilityTask → UAbilityTask_ApplyRootMotion_Base → UAbilityTask_ApplyRootMotionJumpForce
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilityTask_ApplyRootMotionJumpForce
(
const FObjectInitializer& ObjectInitializer |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnFinish | FApplyRootMotionJumpForceDelegate | Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
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| OnLanded | FApplyRootMotionJumpForceDelegate | Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Finish() |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
|
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void OnLandedCallback
(
const FHitResult& Hit |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Overridden from UGameplayTask
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h | ||
virtual void OnDestroy
(
bool AbilityIsEnding |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h | ||
virtual void TickTask
(
float DeltaTime |
Tick function for this task, if bTickingTask == true | Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreDestroyFromReplication() |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void TriggerLanded() |
Work-around for OnLanded being called during bClientUpdating in movement replay code Don't want to trigger our Landed logic during a replay, so we wait until next frame If we don't, we end up removing root motion from a replay root motion set instead of the real one | Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Overridden from UAbilityTask_ApplyRootMotion_Base
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SharedInitAndApply() |
Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAbilityTask_ApplyRootMotionJumpForce * ApplyRootMotionJumpForce
(
UGameplayAbility* OwningAbility, |
Apply force to character's movement | Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
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