FRootMotionSource_RadialForce

RadialForce applies a force pulling or pushing away from a given world location to the target

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Inheritance Hierarchy

FRootMotionSource

FRootMotionSource_RadialForce

References

Module

Engine

Header

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

Include

#include "GameFramework/RootMotionSource.h"

Syntax

struct FRootMotionSource_RadialForce : public FRootMotionSource

Remarks

RadialForce applies a force pulling or pushing away from a given world location to the target

Variables

Name Description

Public variable

bool

 

bIsPush

Public variable

bool

 

bNoZForce

Public variable

bool

 

bUseFixedWorldDirection

Public variable

FRotator

 

FixedWorldDirection

Public variable

FVector

 

Location

Public variable

TObjectPtr< AAc...

 

LocationActor

Public variable

float

 

Radius

Public variable

float

 

Strength

Public variable

TObjectPtr< UCu...

 

StrengthDistanceFalloff

Public variable

TObjectPtr< UCu...

 

StrengthOverTime

Constructors

Destructors

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

 

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