![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <Character.h>
Public Member Functions | |
| void | Clear () |
| bool | HasRootMotion () const |
| UAnimMontage * | GetAnimMontage () const |
Public Attributes | |
| TObjectPtr< UAnimSequenceBase > | Animation = nullptr |
| bool | bIsActive = false |
| bool | bRelativePosition = false |
| bool | bRelativeRotation = false |
| float | Position = 0.f |
| FVector_NetQuantize100 | Location |
| FRotator | Rotation = FRotator(0.f) |
| TObjectPtr< UPrimitiveComponent > | MovementBase = nullptr |
| FName | MovementBaseBoneName |
| FRootMotionSourceGroup | AuthoritativeRootMotion |
| FVector_NetQuantize10 | Acceleration |
| FVector_NetQuantize10 | LinearVelocity |
Replicated data when playing a root motion montage.
|
inline |
Clear root motion sources and root motion montage
| UAnimMontage * FRepRootMotionMontage::GetAnimMontage | ( | ) | const |
|
inline |
Is Valid - animation root motion only
| FVector_NetQuantize10 FRepRootMotionMontage::Acceleration |
Acceleration
| TObjectPtr<UAnimSequenceBase> FRepRootMotionMontage::Animation = nullptr |
Animation providing Root Motion
| FRootMotionSourceGroup FRepRootMotionMontage::AuthoritativeRootMotion |
State of Root Motion Sources on Authority
Additional replicated flag, if MovementBase can't be resolved on the client. So we don't use wrong data.
| FVector_NetQuantize10 FRepRootMotionMontage::LinearVelocity |
Velocity
| FVector_NetQuantize100 FRepRootMotionMontage::Location |
Location
| TObjectPtr<UPrimitiveComponent> FRepRootMotionMontage::MovementBase = nullptr |
Movement Relative to Base
| FName FRepRootMotionMontage::MovementBaseBoneName |
Bone on the MovementBase, if a skeletal mesh.
| float FRepRootMotionMontage::Position = 0.f |
Track position of Montage