UAbilityTask_ApplyRootMotionJumpForce

Applies force to character's movement

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h

Include

#include "Abilities/Tasks/AbilityTask_ApplyRootMotionJumpForce.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UAbilityTask_ApplyRootMotionJumpForce : public UAbilityTask_ApplyRootMotion_Base

Remarks

Applies force to character's movement

Variables

Name Description

Protected variable UProperty Replicated

bool

 

bFinishOnLanded

Protected variable

bool

 

bHasLanded

Protected variable UProperty Replicated

float

 

Distance

Protected variable UProperty Replicated

float

 

Duration

Protected variable UProperty Replicated

float

 

Height

Protected variable UProperty Replicated

float

 

MinimumLandedTriggerTime

Public variable UProperty BlueprintAssignable

FApplyRootMotio ...

 

OnFinish

Public variable UProperty BlueprintAssignable

FApplyRootMotio ...

 

OnLanded

Protected variable UProperty Replicated

UCurveVector &#...

 

PathOffsetCurve

Protected variable UProperty Replicated

FRotator

 

Rotation

Protected variable UProperty Replicated

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

Constructors

Name Description

Public function

UAbilityTask_ApplyRootMotionJumpForce

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Static UFunction BlueprintCallable, Category, Meta

UAbilityTask ...

 

ApplyRootMotionJumpForce

(
    UGameplayAbility * OwningAbilit...,
    FName TaskInstanceName,
    FRotator Rotation,
    float Distance,
    float Height,
    float Duration,
    float MinimumLandedTriggerTime,
    bool bFinishOnLanded,
    ERootMotionFinishVelocityMode Veloc...,
    FVector SetVelocityOnFinish,
    float ClampVelocityOnFinish,
    UCurveVector * PathOffsetCurve,
    UCurveFloat * TimeMappingCurve
)

Apply force to character's movement

Public function UFunction BlueprintCallable, Category

void

 

Finish()

Public function UFunction

void

 

OnLandedCallback

(
    const FHitResult & Hit
)

Protected function

void

 

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

Overridden from UAbilityTask_ApplyRootMotion_Base

Name Description

Protected function Virtual

void

 

SharedInitAndApply()

Overridden from UGameplayTask

Name Description

Public function Virtual

void

 

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

Public function Virtual

void

 

OnDestroy

(
    bool bInOwnerFinished
)

End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending.

Public function Virtual

void

 

TickTask

(
    float DeltaTime
)

Tick function for this task, if bTickingTask == true

Overridden from UObject

Name Description

Public function Virtual

void

 

PreDestroyFromReplication()

Called right before being marked for destruction due to network replication

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