UAbilityTask_ApplyRootMotionJumpForce::TriggerLanded

Work-around for OnLanded being called during bClientUpdating in movement replay code Don't want to trigger our Landed logic during a replay, so we wait until next frame If we don't, we end up removing root motion from a replay root motion set instead of the real one

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MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h

Include

#include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.cpp

Syntax

void TriggerLanded()

Remarks

Work-around for OnLanded being called during bClientUpdating in movement replay code Don't want to trigger our Landed logic during a replay, so we wait until next frame If we don't, we end up removing root motion from a replay root motion set instead of the real one

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