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MoveToDynamicForce moves the target to a given location in world space over the duration, where the end location is dynamic and can change during the move (meant to be used for things like moving to a moving target)
| Name | FRootMotionSource_MoveToDynamicForce |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
| Include Path | #include "GameFramework/RootMotionSource.h" |
Syntax
USTRUCT ()
struct FRootMotionSource_MoveToDynamicForce : public FRootMotionSource
Inheritance Hierarchy
- FRootMotionSourceFixLayout → FRootMotionSource → FRootMotionSource_MoveToDynamicForce
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRootMotionSource_MoveToDynamicForce() |
GameFramework/RootMotionSource.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FRootMotionSource_MoveToDynamicForce() |
GameFramework/RootMotionSource.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRestrictSpeedToExpected | bool | GameFramework/RootMotionSource.h | ||
| InitialTargetLocation | FVector | GameFramework/RootMotionSource.h | ||
| PathOffsetCurve | TObjectPtr< UCurveVector > | GameFramework/RootMotionSource.h | ||
| StartLocation | FVector | GameFramework/RootMotionSource.h | ||
| TargetLocation | FVector | Dynamically-changing location of target, which may be altered while this movement is ongoing. | GameFramework/RootMotionSource.h | |
| TimeMappingCurve | TObjectPtr< UCurveFloat > | GameFramework/RootMotionSource.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVector GetPathOffsetInWorldSpace
(
const float MoveFraction |
GameFramework/RootMotionSource.h | ||
void SetTargetLocation
(
FVector NewTargetLocation |
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 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 void SetTime
(
float NewTime |
Set the CurrentTime of this source. | 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 |