UAbilityTask_ApplyRootMotionMoveToActorForce::ApplyRootMotionMoveToTargetDataActorForce

Apply force to character's movement using an index into targetData instead of using an actor directly.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h"

Source

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

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks",
          Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_ApplyRootMotionMoveToActorForce * ApplyRootMotionMoveToTargetDataActorForce
(
    UGameplayAbility * OwningAbility,
    FName TaskInstanceName,
    FGameplayAbilityTargetDataHandle TargetDataHandle,
    int32 TargetDataIndex,
    int32 TargetActorIndex,
    FVector TargetLocationOffset,
    ERootMotionMoveToActorTargetOffsetType OffsetAlignment,
    float Duration,
    UCurveFloat * TargetLerpSpeedHorizontal,
    UCurveFloat * TargetLerpSpeedVertical,
    bool bSetNewMovementMode,
    EMovementMode MovementMode,
    bool bRestrictSpeedToExpected,
    UCurveVector * PathOffsetCurve,
    UCurveFloat * TimeMappingCurve,
    ERootMotionFinishVelocityMode VelocityOnFinishMode,
    FVector SetVelocityOnFinish,
    float ClampVelocityOnFinish,
    bool bDisableDestinationReachedInterrupt
)

Remarks

Apply force to character's movement using an index into targetData instead of using an actor directly.

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