FRootMotionSource_JumpForce

JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)

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Inheritance Hierarchy

FRootMotionSource

FRootMotionSource_JumpForce

References

Module

Engine

Header

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

Include

#include "GameFramework/RootMotionSource.h"

Syntax

struct FRootMotionSource_JumpForce : public FRootMotionSource

Remarks

JumpForce moves the target in a jump-like manner (ends when landing, applied force is relative)

Variables

Name Description

Public variable

bool

 

bDisableTimeout

Public variable

float

 

Distance

Public variable

float

 

Height

Public variable

TObjectPtr< UCu...

 

PathOffsetCurve

Public variable

FRotator

 

Rotation

Public variable

FVector

 

SavedHalfwayLocation

Public variable

TObjectPtr< UCu...

 

TimeMappingCurve

Constructors

Destructors

Functions

Name Description

Public function Const

FVector

 

GetPathOffset

(
    float MoveFraction
)

Public function Const

FVector

 

GetRelativeLocation

(
    float MoveFraction
)

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

 

IsTimeOutEnabled()

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 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