Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- FRootMotionSource
- FRootMotionSource_ConstantForce
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
| Include | #include "GameFramework/RootMotionSource.h" |
Syntax
struct FRootMotionSource_ConstantForce : public FRootMotionSource
Remarks
ConstantForce applies a fixed force to the target
Variables
| Type | Name | Description | |
|---|---|---|---|
| FVector | Force | ||
| TObjectPtr< UCurveFloat > | StrengthOverTime |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Overridden from FRootMotionSource
| Type | Name | Description | |
|---|---|---|---|
| void | AddReferencedObjects
(
FReferenceCollector& Collector |
||
| FRootMotionSource * | Clone () |
||
| UScriptStruct * | |||
| 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. | |
| bool | MatchesAndHasSameState
(
const FRootMotionSource* Other |
Checks that it Matches() and has the same state (time, track position, etc.) | |
| bool | NetSerialize
(
FArchive& Ar, |
||
| 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.) | |
| FString | |||
| 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 |