Apply force to character's movement using an index into targetData instead of using an actor directly.
Target is Ability Task Apply Root Motion Move to Actor Force
None
0
0
X0
Y 0
Z 0
AlignFromTargetToSource
0.0
Select Asset
Select Asset
MOVE_None
Select Asset
Select Asset
MaintainLastRootMotionVelocity
X0
Y 0
Z 0
0.0
Select Asset
X0.0
Y0.0
Z0.0
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In
Exec
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Task Instance Name
Name
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Target Data Handle
Gameplay Ability Target Data Handle Structure
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Target Data Index
Integer
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Target Actor Index
Integer
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Target Location Offset
Vector
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Offset Alignment
ERootMotionMoveToActorTargetOffsetType Enum
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Duration
Float
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Target Lerp Speed Horizontal
Curve Float Object Reference
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Target Lerp Speed Vertical
Curve Float Object Reference
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Set New Movement Mode
Boolean
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Movement Mode
EMovementMode Enum
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Restrict Speed to Expected
Boolean
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Path Offset Curve
Curve Vector Object Reference
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Time Mapping Curve
Curve Float Object Reference
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Velocity on Finish Mode
ERootMotionFinishVelocityMode Enum
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Set Velocity on Finish
Vector
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Clamp Velocity on Finish
Float
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Disable Destination Reached Interrupt
Boolean
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Out
Exec
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Async Task
Ability Task Apply Root Motion Move To Actor Force Object Reference
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On Finished
Exec
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On Finished |
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Destination Reached
Boolean
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Destination Reached |
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Timed Out
Boolean
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Timed Out |
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Final Target Location
Vector
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Final Target Location |