| FGameplayAbilityTargetData
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetTypes.h |
Include |
#include "Abilities/GameplayAbilityTargetTypes.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FGameplayAbilityTargetData_ActorArray : public FGameplayAbilityTargetData
Target data with a source location and a list of targeted actors, makes sense for AOE attacks
Name | Description | ||
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SourceLocation |
We could be selecting this group of actors from any type of location, so use a generic location type |
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TargetActorArray |
Rather than targeting a single point, this type of targeting selects multiple actors. |
Name | Description | ||
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NetSerialize ( |
Name | Description | ||
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GetActors() |
Returns all actors targeted, almost always overridden |
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GetEndPoint() |
Override to return a target/end point |
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GetOrigin() |
Override to return an origin point, which may be derived from other data |
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UScriptStruc... |
GetScriptStruct() |
Returns the serialization data, must always be overridden |
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HasEndPoint() |
Override to true if GetEndPoint/Transform will work |
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HasOrigin() |
Override to true if GetOrigin will work |
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SetActors ( |
Modify the actor list |
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ToString() |
Returns a debug string representation |