FRootMotionSource_MoveToDynamicForce

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)

Windows
MacOS
Linux

Inheritance Hierarchy

FRootMotionSource

FRootMotionSource_MoveToDynamicForce

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h

Include

#include "GameFramework/RootMotionSource.h"

Syntax

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

Name Description

Public variable

bool

 

bRestrictSpeedToExpected

Public variable

FVector

 

InitialTargetLocation

Public variable

UCurveVector &#...

 

PathOffsetCurve

Public variable

FVector

 

StartLocation

Public variable

FVector

 

TargetLocation

Public variable

UCurveFloat ...

 

TimeMappingCurve

Constructors

Destructors

Functions

Name Description

Public function Const

FVector

 

GetPathOffsetInWorldSpace

(
    float MoveFraction
)

Public function

void

 

SetTargetLocation

(
    FVector NewTargetLocation
)

Overridden from FRootMotionSource

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Public function Virtual Const

FRootMotionS...

 

Clone()

Public function Virtual Const

UScriptStruc...

 

GetScriptStruct()

Public function Virtual Const

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.

Public function Virtual Const

bool

 

MatchesAndHasSameState

(
    const FRootMotionSource* Other
)

Checks that it Matches() and has the same state (time, track position, etc.)

Public function Virtual

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

Public function Virtual

void

 

PrepareRootMotion

(
    float SimulationTime,
    float MovementTickTime,
    const ACharacter& Character,
    const UCharacterMovementComponent&...
)

Generates the RootMotion for this Source, can be used for both "live" generation or for playback (client prediction correction, simulated proxies, etc.)

Public function Virtual

void

 

SetTime

(
    float NewTime
)

Set the CurrentTime of this source.

Public function Virtual Const

FString

 

ToSimpleString()

Public function Virtual

bool

 

UpdateStateFrom

(
    const FRootMotionSource* Sourc...,
    bool bMarkForSimulatedCatchup
)

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

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