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Replicated data when playing a root motion montage.
| Name | FRepRootMotionMontage |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/Character.h |
| Include Path | #include "GameFramework/Character.h" |
Syntax
USTRUCT ()
struct FRepRootMotionMontage
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Acceleration | FVector_NetQuantize10 | Acceleration | GameFramework/Character.h | |
| Animation | TObjectPtr< UAnimSequenceBase > | Animation providing Root Motion | GameFramework/Character.h | |
| AuthoritativeRootMotion | FRootMotionSourceGroup | State of Root Motion Sources on Authority | GameFramework/Character.h | |
| bIsActive | bool | Whether this has useful/active data. | GameFramework/Character.h | |
| bRelativePosition | bool | Additional replicated flag, if MovementBase can't be resolved on the client. | GameFramework/Character.h | |
| bRelativeRotation | bool | Whether rotation is relative or absolute. | GameFramework/Character.h | |
| LinearVelocity | FVector_NetQuantize10 | Velocity | GameFramework/Character.h | |
| Location | FVector_NetQuantize100 | Location | GameFramework/Character.h | |
| MovementBase | TObjectPtr< UPrimitiveComponent > | Movement Relative to Base | GameFramework/Character.h | |
| MovementBaseBoneName | FName | Bone on the MovementBase, if a skeletal mesh. | GameFramework/Character.h | |
| Position | float | Track position of Montage | GameFramework/Character.h | |
| Rotation | FRotator | Rotation | GameFramework/Character.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
Clear root motion sources and root motion montage | GameFramework/Character.h | |
UAnimMontage * GetAnimMontage() |
GameFramework/Character.h | ||
bool HasRootMotion() |
Is Valid - animation root motion only | GameFramework/Character.h |