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 FGameplayAbilityTargetingLocationInfo
Structure that stores a location in one of several different formats
Name | Description | ||
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LiteralTransform |
A literal world transform can be used, if one has been calculated outside of the actor using the ability. |
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TEnumAsByte< EG... |
LocationType |
Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position. |
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SourceAbility |
Ability that will be using the targeting data |
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AActor * |
SourceActor |
A source actor is needed for Actor-based targeting, but not for Socket-based targeting. |
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UMeshComponent ... |
SourceComponent |
Socket-based targeting requires a skeletal mesh component to check for the named socket. |
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SourceSocketName |
If SourceComponent is valid, this is the name of the socket transform that will be used. |
Name | Description | |
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FGameplayAbilityTargetingLocationInfo() |
Name | Description | |
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~FGameplayAbilityTargetingLocationInfo() |
Name | Description | ||
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GetTargetingTransform() |
Converts internal format into a literal world space transform |
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FGameplayAbi... |
MakeTargetDataHandleFromActors ( |
Initializes new actor list target data, and sets this as the origin |
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FGameplayAbi... |
MakeTargetDataHandleFromHitResult ( |
Initializes new target data and fills in with hit results |
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FGameplayAbi... |
MakeTargetDataHandleFromHitResults ( |
Initializes new target data and fills in with hit results |
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NetSerialize ( |
Optimized serialize function |
Name | Description | ||
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operator= ( |