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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- FRootMotionSource
- FRootMotionSource_JumpForce
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
Include | #include "GameFramework/RootMotionSource.h" |
Syntax
struct FRootMotionSource_JumpForce : public FRootMotionSource
Remarks
JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)
Variables
Type | Name | Description | |
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bool | bDisableTimeout | |
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float | Distance | |
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float | Height | |
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TObjectPtr< UCurveVector > | PathOffsetCurve | |
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FRotator | Rotation | |
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FVector | SavedHalfwayLocation | |
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TObjectPtr< UCurveFloat > | TimeMappingCurve |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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FVector | GetPathOffset
(
float MoveFraction |
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FVector | GetRelativeLocation
(
float MoveFraction |
Overridden from FRootMotionSource
Type | Name | Description | |
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void | AddReferencedObjects
(
FReferenceCollector& Collector |
|
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FRootMotionSource * | Clone () |
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UScriptStruct * | ||
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bool | ||
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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. |
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bool | MatchesAndHasSameState
(
const FRootMotionSource* Other |
Checks that it Matches() and has the same state (time, track position, etc.) |
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bool | NetSerialize
(
FArchive& Ar, |
|
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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.) |
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FString | ||
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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 |