18 virtual void Activate(
const FVector& InStart,
const FVector& InDirection)
override;
19 virtual bool Simulate(
float InDeltaTime, AActor* InOwner)
override;
23 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Movement")
26 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
29 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
30 float ArcHeight = 300.f;
33 FVector StartLocation = FVector::ZeroVector;
34 FVector FlightDirection = FVector::ZeroVector;
35 float TotalTime = 1.f;
36 float ElapsedTime = 0.f;
37 float ActiveArcHeight = 0.f;
47 virtual void Activate(
const FVector& InStart,
const FVector& InTarget)
override;
48 virtual bool Simulate(
float InDeltaTime, AActor* InOwner)
override;
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Movement")
53 TObjectPtr<UCurveFloat> PositionCurve;
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
58 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
59 float ArcHeight = 300.f;
62 FVector StartLocation = FVector::ZeroVector;
63 FVector EndLocation = FVector::ZeroVector;
64 float TotalTime = 1.f;
65 float ElapsedTime = 0.f;
66 float ActiveArcHeight = 0.f;