FGameplayAbilityTargetingLocationInfo

Structure that stores a location in one of several different formats

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/GameplayAbilityTargetTypes.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FGameplayAbilityTargetingLocationInfo

Remarks

Structure that stores a location in one of several different formats

Variables

Name Description

Public variable UProperty Category, Meta BlueprintReadWrite

FTransform

 

LiteralTransform

A literal world transform can be used, if one has been calculated outside of the actor using the ability.

Public variable UProperty Category, Meta BlueprintReadWrite

TEnumAsByte< EG...

 

LocationType

Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.

Public variable UProperty Category, Meta BlueprintReadWrite

UGameplayAbilit...

 

SourceAbility

Ability that will be using the targeting data

Public variable UProperty Category, Meta BlueprintReadWrite

AActor *

 

SourceActor

A source actor is needed for Actor-based targeting, but not for Socket-based targeting.

Public variable UProperty Category, Meta BlueprintReadWrite

UMeshComponent ...

 

SourceComponent

Socket-based targeting requires a skeletal mesh component to check for the named socket.

Public variable UProperty Category, Meta BlueprintReadWrite

FName

 

SourceSocketName

If SourceComponent is valid, this is the name of the socket transform that will be used.

Constructors

Destructors

Functions

Name Description

Public function Const

FTransform

 

GetTargetingTransform()

Converts internal format into a literal world space transform

Public function Const

FGameplayAbi...

 

MakeTargetDataHandleFromActors

(
    const TArray< TWeakObjectPtr< AActo...,
    bool OneActorPerHandle
)

Initializes new actor list target data, and sets this as the origin

Public function Const

FGameplayAbi...

 

MakeTargetDataHandleFromHitResult

(
    TWeakObjectPtr< UGameplayAbility > ...,
    const FHitResult& HitResult
)

Initializes new target data and fills in with hit results

Public function Const

FGameplayAbi...

 

MakeTargetDataHandleFromHitResults

(
    TWeakObjectPtr< UGameplayAbility > ...,
    const TArray< FHitResult >& HitRes...
)

Initializes new target data and fills in with hit results

Public function

bool

 

NetSerialize

(
    FArchive& Ar,
    UPackageMap* Map,
    bool& bOutSuccess
)

Optimized serialize function

Operators

Name Description

Public function

void

 

operator=

(
    const FGameplayAbilityTargetingLoca...
)

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