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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_MoveToLocation.h |
Include |
#include "Abilities/Tasks/AbilityTask_MoveToLocation.h" |
UCLASS()
class UAbilityTask_MoveToLocation : public UAbilityTask
TODO: -Implement replicated time so that this can work as a simulated task for Join In Progress clients. Move to a location, ignoring clipping, over a given length of time. Ends when the TargetLocation is reached. This will RESET your character's current movement mode! If you wish to maintain PHYS_Flying or PHYS_Custom, you must reset it on completion.!
Name | Description | ||
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bIsFinished |
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float |
DurationOfMovement |
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UCurveFloat ... |
LerpCurve |
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UCurveVector &#... |
LerpCurveVector |
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OnTargetLocationReached |
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StartLocation |
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TargetLocation |
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float |
TimeMoveStarted |
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float |
TimeMoveWillEnd |
Name | Description | |
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UAbilityTask_MoveToLocation ( |
Name | Description | ||
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UAbilityTask... |
MoveToLocation ( |
Move to the specified location, using the vector curve (range 0 - 1) if specified, otherwise the float curve (range 0 - 1) or fallback to linear interpolation |
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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InitSimulatedTask ( |
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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 |