37 virtual void Activate(
const FVector& InStart,
const FVector& InTarget)
override;
38 virtual bool Simulate(
float InDeltaTime, AActor* InOwner)
override;
42 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Movement")
43 TObjectPtr<UCurveFloat> PositionCurve;
45 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
49 FVector StartLocation = FVector::ZeroVector;
50 FVector EndLocation = FVector::ZeroVector;
51 float TotalTime = 1.f;
52 float ElapsedTime = 0.f;