AGameplayAbilityTargetActor_Trace

Intermediate base class for all line-trace type targeting actors.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetActor_Trace.h

Include

#include "Abilities/GameplayAbilityTargetActor_Trace.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, NotPlaceable, Config=Game)
class AGameplayAbilityTargetActor_Trace : public AGameplayAbilityTargetActor

Remarks

Intermediate base class for all line-trace type targeting actors.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bTraceAffectsAimPitch

Does the trace affect the aiming pitch.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

float

 

MaxRange

Protected variable

TWeakObjectPtr<...

 

ReticleActor

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

FCollisionProfi...

 

TraceProfile

Constructors

Name Description

Public function

AGameplayAbilityTargetActor_Trace

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

void

 

AimWithPlayerController

(
    const AActor* InSourceActor,
    FCollisionQueryParams Params,
    const FVector& TraceStart,
    FVector& OutTraceEnd,
    bool bIgnorePitch
)

Public function Static

bool

 

ClipCameraRayToAbilityRange

(
    FVector CameraLocation,
    FVector CameraDirection,
    FVector AbilityCenter,
    float AbilityRange,
    FVector& ClippedPosition
)

Public function Static

void

 

LineTraceWithFilter

(
    FHitResult& OutHitResult,
    const UWorld* World,
    const FGameplayTargetDataFilterHand...,
    const FVector& Start,
    const FVector& End,
    FName ProfileName,
    const FCollisionQueryParams Params
)

Traces as normal, but will manually filter all hit actors

Protected function Const

FGameplayAbi...

 

MakeTargetData

(
    const FHitResult& HitResult
)

Protected function Virtual

FHitResult

 

PerformTrace

(
    AActor* InSourceActor
)

Public function Static

void

 

SweepWithFilter

(
    FHitResult& OutHitResult,
    const UWorld* World,
    const FGameplayTargetDataFilterHand...,
    const FVector& Start,
    const FVector& End,
    const FQuat& Rotation,
    const FCollisionShape CollisionShap...,
    FName ProfileName,
    const FCollisionQueryParams Params
)

Sweeps as normal, but will manually filter all hit actors

Overridden from AGameplayAbilityTargetActor

Name Description

Public function Virtual

void

 

ConfirmTargetingAndContinue()

Requesting targeting data, but not necessarily stopping/destroying the task.

Public function Virtual

void

 

StartTargeting

(
    UGameplayAbility* Ability
)

Initialize and begin targeting logic

Overridden from AActor

Name Description

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

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