| FRootMotionSource
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h |
Include |
#include "GameFramework/RootMotionSource.h" |
struct FRootMotionSource_MoveToDynamicForce : public FRootMotionSource
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)
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bRestrictSpeedToExpected |
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InitialTargetLocation |
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UCurveVector &#... |
PathOffsetCurve |
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StartLocation |
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TargetLocation |
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UCurveFloat ... |
TimeMappingCurve |
Name | Description | |
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FRootMotionSource_MoveToDynamicForce() |
Name | Description | |
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~FRootMotionSource_MoveToDynamicForce() |
Name | Description | ||
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GetPathOffsetInWorldSpace ( |
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SetTargetLocation ( |
Name | Description | ||
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AddReferencedObjects ( |
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FRootMotionS... |
Clone() |
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UScriptStruc... |
GetScriptStruct() |
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Matches ( |
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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MatchesAndHasSameState ( |
Checks that it Matches() and has the same state (time, track position, etc.) |
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NetSerialize ( |
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PrepareRootMotion ( |
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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SetTime ( |
Set the CurrentTime of this source. |
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ToSimpleString() |
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UpdateStateFrom ( |
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 |