| 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_ConstantForce : public FRootMotionSource
ConstantForce applies a fixed force to the target
Name | Description | ||
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Force |
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UCurveFloat ... |
StrengthOverTime |
Name | Description | |
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FRootMotionSource_ConstantForce() |
Name | Description | |
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~FRootMotionSource_ConstantForce() |
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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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 |