#include <AT_MoveToLocationCurve.h>
◆ UAT_MoveToLocationCurve()
| UAT_MoveToLocationCurve::UAT_MoveToLocationCurve |
( |
| ) |
|
11{
12 bTickingTask = true;
13}
◆ Activate()
| void UAT_MoveToLocationCurve::Activate |
( |
| ) |
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overridevirtual |
28{
29 Super::Activate();
30
32
34 {
36 return;
37 }
38
44
46 {
52 }
53
56
58 {
60 }
61}
bool bOriginalOrientRotationToMovement
Definition AT_MoveToLocationCurve.h:59
bool bOriginalUseControllerRotationYaw
Definition AT_MoveToLocationCurve.h:58
void FinishMove()
Definition AT_MoveToLocationCurve.cpp:120
FVector MoveDirection
Definition AT_MoveToLocationCurve.h:50
FVector StartLocation
Definition AT_MoveToLocationCurve.h:48
TObjectPtr< UCharacterMovementComponent > MovementComponent
Definition AT_MoveToLocationCurve.h:45
bool bOriginalUseControllerDesiredRotation
Definition AT_MoveToLocationCurve.h:60
TObjectPtr< ACharacter > OwnerCharacter
Definition AT_MoveToLocationCurve.h:42
float TargetDistance
Definition AT_MoveToLocationCurve.h:54
FVector TargetLocation
Definition AT_MoveToLocationCurve.h:49
float TaskDuration
Definition AT_MoveToLocationCurve.h:55
◆ FinishMove()
| void UAT_MoveToLocationCurve::FinishMove |
( |
| ) |
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protected |
121{
123 {
125 }
126
127 if (ShouldBroadcastAbilityTaskDelegates())
128 {
130 }
131
132 EndTask();
133}
FMoveToLocationCurveSignature OnCompleted
Definition AT_MoveToLocationCurve.h:32
◆ MoveToLocationCurve()
| UAT_MoveToLocationCurve * UAT_MoveToLocationCurve::MoveToLocationCurve |
( |
UGameplayAbility * |
OwningAbility, |
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|
UCurveFloat * |
InProgressCurve, |
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|
const FVector & |
InTargetLocation, |
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|
float |
InNormalizationFactor, |
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float |
InDuration |
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) |
| |
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static |
17{
23 return NewTask;
24}
Definition AT_MoveToLocationCurve.h:16
float NormalizationFactor
Definition AT_MoveToLocationCurve.h:56
TObjectPtr< UCurveFloat > ProgressCurve
Definition AT_MoveToLocationCurve.h:39
◆ OnDestroy()
| void UAT_MoveToLocationCurve::OnDestroy |
( |
bool |
bInOwnerFinished | ) |
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|
overridevirtual |
103{
105 {
107 }
108
110 {
114 }
115
116 Super::OnDestroy(bInOwnerFinished);
117}
◆ TickTask()
| void UAT_MoveToLocationCurve::TickTask |
( |
float |
DeltaTime | ) |
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|
overridevirtual |
65{
66 Super::TickTask(DeltaTime);
67
69 {
71 return;
72 }
73
75 {
80 }
81 else
82 {
88 }
89
91 {
93 }
94
96 {
98 }
99}
float Elapsed
Definition AT_MoveToLocationCurve.h:52
float MovedDistance
Definition AT_MoveToLocationCurve.h:53
◆ bOriginalOrientRotationToMovement
| bool UAT_MoveToLocationCurve::bOriginalOrientRotationToMovement = false |
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protected |
◆ bOriginalUseControllerDesiredRotation
| bool UAT_MoveToLocationCurve::bOriginalUseControllerDesiredRotation = false |
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protected |
◆ bOriginalUseControllerRotationYaw
| bool UAT_MoveToLocationCurve::bOriginalUseControllerRotationYaw = false |
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protected |
◆ Elapsed
| float UAT_MoveToLocationCurve::Elapsed = 0.0f |
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protected |
◆ MovedDistance
| float UAT_MoveToLocationCurve::MovedDistance = 0.0f |
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protected |
◆ MoveDirection
| FVector UAT_MoveToLocationCurve::MoveDirection = FVector::ZeroVector |
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protected |
◆ MovementComponent
| TObjectPtr<UCharacterMovementComponent> UAT_MoveToLocationCurve::MovementComponent |
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protected |
◆ NormalizationFactor
| float UAT_MoveToLocationCurve::NormalizationFactor = 0.0f |
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protected |
◆ OnCompleted
| FMoveToLocationCurveSignature UAT_MoveToLocationCurve::OnCompleted |
◆ OwnerCharacter
| TObjectPtr<ACharacter> UAT_MoveToLocationCurve::OwnerCharacter |
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protected |
◆ ProgressCurve
| TObjectPtr<UCurveFloat> UAT_MoveToLocationCurve::ProgressCurve |
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protected |
◆ StartLocation
| FVector UAT_MoveToLocationCurve::StartLocation = FVector::ZeroVector |
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protected |
◆ TargetDistance
| float UAT_MoveToLocationCurve::TargetDistance = 0.0f |
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protected |
◆ TargetLocation
| FVector UAT_MoveToLocationCurve::TargetLocation = FVector::ZeroVector |
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protected |
◆ TaskDuration
| float UAT_MoveToLocationCurve::TaskDuration = 0.0f |
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protected |
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