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Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h |
Include |
#include "Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/Abilities/Tasks/AbilityTask_ApplyRootMotionMoveToActorForce.cpp |
UFUNCTION(BlueprintCallable, Category="Ability|Tasks",
Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE"))
static UAbilityTask_ApplyRootMotionMoveToActorForce * ApplyRootMotionMoveToTargetDataActorForce
(
UGameplayAbility * OwningAbility,
FName TaskInstanceName,
FGameplayAbilityTargetDataHandle TargetDataHandle,
int32 TargetDataIndex,
int32 TargetActorIndex,
FVector TargetLocationOffset,
ERootMotionMoveToActorTargetOffsetType OffsetAlignment,
float Duration,
UCurveFloat * TargetLerpSpeedHorizontal,
UCurveFloat * TargetLerpSpeedVertical,
bool bSetNewMovementMode,
EMovementMode MovementMode,
bool bRestrictSpeedToExpected,
UCurveVector * PathOffsetCurve,
UCurveFloat * TimeMappingCurve,
ERootMotionFinishVelocityMode VelocityOnFinishMode,
FVector SetVelocityOnFinish,
float ClampVelocityOnFinish,
bool bDisableDestinationReachedInterrupt
)
Apply force to character's movement using an index into targetData instead of using an actor directly.