![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <RootMotionSource.h>
Inheritance diagram for FRootMotionSource_RadialForce:RadialForce applies a force pulling or pushing away from a given world location to the target
| FRootMotionSource_RadialForce::FRootMotionSource_RadialForce | ( | ) |
|
inlinevirtual |
|
overridevirtual |
Reimplemented from FRootMotionSource.
|
overridevirtual |
Reimplemented from FRootMotionSource.
|
overridevirtual |
Reimplemented from FRootMotionSource.
|
overridevirtual |
For well-networked RootMotionSources, any given FRootMotionSource child class could implement their own unique ID and simply use that in the Matches check. This "heuristic-style" default was chosen to simplify addition of new RootMotionSources, and assumes that in a networked setting a given RootMotionSource won't be applied many times in a given frame by the same instigator to the same target with the exact same parameters.
Guaranteed uniqueness would also require a strict application order ("RootMotionSources can only be added on Authority") or a prediction-based setup ("Apply on Autonomous and Simulated predictively, then apply on Authority and confirm, and if Authority doesn't confirm remove them"). We avoid that synchronization complexity for now.
See UCharacterMovementComponent::ConvertRootMotionServerIDsToLocalIDs
Should be overridden by child classes, as default implementation only contains basic equivalency checks
Reimplemented from FRootMotionSource.
|
overridevirtual |
Checks that it Matches() and has the same state (time, track position, etc.)
Reimplemented from FRootMotionSource.
|
overridevirtual |
Reimplemented from FRootMotionSource.
|
overridevirtual |
Generates the RootMotion for this Source, can be used for both "live" generation or for playback (client prediction correction, simulated proxies, etc.)
Examples:
| SimulationTime | How far forward in time to simulate root motion |
| MovementTickTime | How much time the movement is going to take that this is being prepared for |
Reimplemented from FRootMotionSource.
|
overridevirtual |
Reimplemented from FRootMotionSource.
|
overridevirtual |
Mainly for server correction purposes - update this Source's state from another's, usually the authoritative state from the server's version of the Source
| bMarkForSimulatedCatchup | sets the source for needing to "catch up" to current state next Prepare |
Reimplemented from FRootMotionSource.
| bool FRootMotionSource_RadialForce::bIsPush |
| bool FRootMotionSource_RadialForce::bNoZForce |
| bool FRootMotionSource_RadialForce::bUseFixedWorldDirection |
| FRotator FRootMotionSource_RadialForce::FixedWorldDirection |
| FVector FRootMotionSource_RadialForce::Location |
| TObjectPtr<AActor> FRootMotionSource_RadialForce::LocationActor |
| float FRootMotionSource_RadialForce::Radius |
| float FRootMotionSource_RadialForce::Strength |
| TObjectPtr<UCurveFloat> FRootMotionSource_RadialForce::StrengthDistanceFalloff |
| TObjectPtr<UCurveFloat> FRootMotionSource_RadialForce::StrengthOverTime |