| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityWorldReticle.h |
Include |
#include "Abilities/GameplayAbilityWorldReticle.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable)
class AGameplayAbilityWorldReticle : public AActor
Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these.
Name | Description | ||
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bFaceOwnerFlat |
Makes the reticle's default owner-facing behavior operate in 2D (flat) instead of 3D (pitched). |
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bIsTargetAnActor |
This indicates whether or not the targeting reticle is pointed at an actor. Defaults to false. |
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bIsTargetValid |
This indicates whether or not the targeting actor considers the current target to be valid. |
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bSnapToTargetedActor |
If the target is an actor snap to it's location. |
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MasterPC |
This is used in the process of determining whether we should replicate to a specific client. |
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Parameters |
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AActor * |
TargetingActor |
In the future, we may want to grab things like sockets off of this. |
Name | Description | |
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AGameplayAbilityWorldReticle ( |
Name | Description | ||
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FaceTowardSource ( |
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InitializeReticle ( |
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OnParametersInitialized() |
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OnTargetingAnActor ( |
Called whenever bIsTargetAnActor changes value. |
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OnValidTargetChanged ( |
Called whenever bIsTargetValid changes value. |
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SetIsTargetAnActor ( |
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SetIsTargetValid ( |
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SetReticleMaterialParamFloat ( |
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SetReticleMaterialParamVector |
Name | Description | ||
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GetReplicates() |
Call AActor::GetIsReplicated instead |