FRootMotionSource_JumpForce::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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Override Hierarchy

FRootMotionSource::PrepareRootMotion()

FRootMotionSource_JumpForce::PrepareRootMotion()

References

Module

Engine

Header

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

Include

#include "GameFramework/RootMotionSource.h"

Source

/Engine/Source/Runtime/Engine/Private/GameFramework/RootMotionSource.cpp

Syntax

virtual void PrepareRootMotion
(
    float SimulationTime,
    float MovementTickTime,
    const ACharacter & Character,
    const UCharacterMovementComponent & MoveComponent
)

Remarks

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

Examples:

  • Animation RootMotionSources use Time as track time into AnimMontage and extract the root motion from AnimMontage chunk of time (Position,Position+DeltaTime)

  • ConstantForce source uses Time as the time into the application so if its duration ends halfway through the frame it knows how much root motion it should have applied

  • Spline/curve-based sources use Time for knowing where on spline/curve to extract from