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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h |
Include |
#include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h" |
UCLASS()
class UAbilityTask_ApplyRootMotionJumpForce : public UAbilityTask_ApplyRootMotion_Base
Applies force to character's movement
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bFinishOnLanded |
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bHasLanded |
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float |
Distance |
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float |
Duration |
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float |
Height |
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float |
MinimumLandedTriggerTime |
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OnFinish |
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OnLanded |
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UCurveVector &#... |
PathOffsetCurve |
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Rotation |
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UCurveFloat ... |
TimeMappingCurve |
Maps real time to movement fraction curve to affect the speed of the movement through the path Curve X is 0 to 1 normalized real time (a fraction of the duration) Curve Y is 0 to 1 is what percent of the move should be at a given X Default if unset is a 1:1 correspondence |
Name | Description | |
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UAbilityTask_ApplyRootMotionJumpForce ( |
Name | Description | ||
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UAbilityTask... |
ApplyRootMotionJumpForce ( |
Apply force to character's movement |
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Finish() |
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OnLandedCallback ( |
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TriggerLanded() |
Work-around for OnLanded being called during bClientUpdating in movement replay code Don't want to trigger our Landed logic during a replay, so we wait until next frame If we don't, we end up removing root motion from a replay root motion set instead of the real one |
Name | Description | ||
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SharedInitAndApply() |
Name | Description | ||
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Activate() |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it |
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OnDestroy ( |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |
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TickTask ( |
Tick function for this task, if bTickingTask == true |
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PreDestroyFromReplication() |
Called right before being marked for destruction due to network replication |