23 UFUNCTION(BlueprintCallable, Category =
"Ability|Tasks", meta = (DisplayName =
"Move To Location Curve", HidePin =
"OwningAbility", DefaultToSelf =
"OwningAbility", BlueprintInternalUseOnly =
"true"))
24 static UAT_MoveToLocationCurve* MoveToLocationCurve(UGameplayAbility* OwningAbility, UCurveFloat* InProgressCurve,
const FVector& InTargetLocation,
float InNormalizationFactor,
float InDuration);
26 virtual void Activate()
override;
27 virtual void TickTask(
float DeltaTime)
override;
28 virtual void OnDestroy(
bool bInOwnerFinished)
override;
31 UPROPERTY(BlueprintAssignable)
32 FMoveToLocationCurveSignature OnCompleted;
39 TObjectPtr<UCurveFloat> ProgressCurve;
42 TObjectPtr<ACharacter> OwnerCharacter;
45 TObjectPtr<UCharacterMovementComponent> MovementComponent;
48 FVector StartLocation = FVector::ZeroVector;
49 FVector TargetLocation = FVector::ZeroVector;
50 FVector MoveDirection = FVector::ZeroVector;
53 float MovedDistance = 0.0f;
54 float TargetDistance = 0.0f;
55 float TaskDuration = 0.0f;
56 float NormalizationFactor = 0.0f;
58 bool bOriginalUseControllerRotationYaw = false;
59 bool bOriginalOrientRotationToMovement = false;
60 bool bOriginalUseControllerDesiredRotation = false;