25 UFUNCTION(BlueprintCallable, Category =
"Ability|Tasks", meta = (DisplayName =
"Apply Velocity Curve", HidePin =
"OwningAbility", DefaultToSelf =
"OwningAbility", BlueprintInternalUseOnly =
"true"))
26 static UAT_ApplyVelocityCurve* ApplyVelocityCurve(UGameplayAbility* OwningAbility, UCurveFloat* InProgressCurve, FVector Direction,
float NormalizationFactor,
float Duration,
float Distance);
28 virtual void Activate()
override;
29 virtual void TickTask(
float DeltaTime)
override;
30 virtual void OnDestroy(
bool bInOwnerFinished)
override;
34 TObjectPtr<UCurveFloat> ProgressCurve;
37 TObjectPtr<ACharacter> OwnerCharacter;
40 TObjectPtr<UCharacterMovementComponent> MovementComponent;
43 FVector NormalizedDirection = FVector::ZeroVector;
44 FVector ExtraVelocity = FVector::ZeroVector;
48 float TaskDuration = 0.0f;
49 float TargetDistance = 0.0f;
50 float NormalizationFactor = 0.0f;
52 bool bOriginalUseControllerRotationYaw = false;
53 bool bOriginalOrientRotationToMovement = false;
54 bool bOriginalUseControllerDesiredRotation = false;