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JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)
| Name | FRootMotionSource_JumpForce |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
| Include Path | #include "GameFramework/RootMotionSource.h" |
Syntax
USTRUCT ()
struct FRootMotionSource_JumpForce : public FRootMotionSource
Inheritance Hierarchy
- FRootMotionSourceFixLayout → FRootMotionSource → FRootMotionSource_JumpForce
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRootMotionSource_JumpForce() |
GameFramework/RootMotionSource.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FRootMotionSource_JumpForce() |
GameFramework/RootMotionSource.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDisableTimeout | bool | GameFramework/RootMotionSource.h | ||
| Distance | float | GameFramework/RootMotionSource.h | ||
| Height | float | GameFramework/RootMotionSource.h | ||
| PathOffsetCurve | TObjectPtr< UCurveVector > | GameFramework/RootMotionSource.h | ||
| Rotation | FRotator | GameFramework/RootMotionSource.h | ||
| SavedHalfwayLocation | FVector | GameFramework/RootMotionSource.h | ||
| TimeMappingCurve | TObjectPtr< UCurveFloat > | GameFramework/RootMotionSource.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector GetPathOffset
(
float MoveFraction |
GameFramework/RootMotionSource.h | ||
FVector GetRelativeLocation
(
float MoveFraction |
GameFramework/RootMotionSource.h |
Overridden from FRootMotionSource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
GameFramework/RootMotionSource.h | ||
virtual FRootMotionSource * Clone() |
GameFramework/RootMotionSource.h | ||
virtual UScriptStruct * GetScriptStruct() |
GameFramework/RootMotionSource.h | ||
virtual bool IsTimeOutEnabled() |
GameFramework/RootMotionSource.h | ||
virtual bool Matches
(
const FRootMotionSource* Other |
For well-networked RootMotionSources, any given FRootMotionSource child class could implement their own unique ID and simply use that in the Matches check. | GameFramework/RootMotionSource.h | |
virtual bool MatchesAndHasSameState
(
const FRootMotionSource* Other |
Checks that it Matches() and has the same state (time, track position, etc.) | GameFramework/RootMotionSource.h | |
virtual bool NetSerialize
(
FArchive& Ar, |
GameFramework/RootMotionSource.h | ||
virtual void PrepareRootMotion
(
float SimulationTime, |
Generates the RootMotion for this Source, can be used for both "live" generation or for playback (client prediction correction, simulated proxies, etc.) | GameFramework/RootMotionSource.h | |
virtual FString ToSimpleString() |
GameFramework/RootMotionSource.h | ||
virtual bool UpdateStateFrom
(
const FRootMotionSource* SourceToTakeStateFrom, |
Mainly for server correction purposes - update this Source's state from another's, usually the authoritative state from the server's version of the Source | GameFramework/RootMotionSource.h |