Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- FRootMotionSource
- FRootMotionSource_MoveToDynamicForce
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
| Include | #include "GameFramework/RootMotionSource.h" |
Syntax
USTRUCT ()
struct FRootMotionSource_MoveToDynamicForce : public FRootMotionSource
Remarks
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)
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bRestrictSpeedToExpected | ||
| FVector | InitialTargetLocation | ||
| TObjectPtr< UCurveVector > | PathOffsetCurve | ||
| FVector | StartLocation | ||
| FVector | TargetLocation | Dynamically-changing location of target, which may be altered while this movement is ongoing. | |
| TObjectPtr< UCurveFloat > | TimeMappingCurve |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FVector | GetPathOffsetInWorldSpace
(
const float MoveFraction |
||
| void | SetTargetLocation
(
FVector NewTargetLocation |
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.) | |
| void | SetTime
(
float NewTime |
Set the CurrentTime of this source. | |
| 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 |