AGameplayAbilityWorldReticle

Reticles allow targeting to be visualized.

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Inheritance Hierarchy

References

Module

GameplayAbilities

Header

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

Include

#include "Abilities/GameplayAbilityWorldReticle.h"

Syntax

UCLASS(Blueprintable, NotPlaceable)
class AGameplayAbilityWorldReticle : public AActor

Remarks

Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these.

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bFaceOwnerFlat

Makes the reticle's default owner-facing behavior operate in 2D (flat) instead of 3D (pitched).

Protected variable UProperty Category BlueprintReadOnly

bool

 

bIsTargetAnActor

This indicates whether or not the targeting reticle is pointed at an actor. Defaults to false.

Protected variable UProperty Category BlueprintReadOnly

bool

 

bIsTargetValid

This indicates whether or not the targeting actor considers the current target to be valid.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bSnapToTargetedActor

If the target is an actor snap to it's location.

Protected variable UProperty Category BlueprintReadOnly

APlayerControll...

 

MasterPC

This is used in the process of determining whether we should replicate to a specific client.

Public variable UProperty Category, Meta BlueprintReadWrite editinstanceonly

FWorldReticlePa...

 

Parameters

Protected variable UProperty Category BlueprintReadOnly

AActor *

 

TargetingActor

In the future, we may want to grab things like sockets off of this.

Constructors

Name Description

Public function

AGameplayAbilityWorldReticle

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

FaceTowardSource

(
    bool bFaceIn2D
)

Public function

void

 

InitializeReticle

(
    AActor* InTargetingActor,
    APlayerController* PlayerContr...,
    FWorldReticleParameters InParameter...
)

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnParametersInitialized()

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnTargetingAnActor

(
    bool bNewValue
)

Called whenever bIsTargetAnActor changes value.

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnValidTargetChanged

(
    bool bNewValue
)

Called whenever bIsTargetValid changes value.

Public function

void

 

SetIsTargetAnActor

(
    bool bNewValue
)

Public function

void

 

SetIsTargetValid

(
    bool bNewValue
)

Public function UFunction Category, BlueprintImplementableEvent

void

 

SetReticleMaterialParamFloat

(
    FName ParamName,
    float value
)

Public function UFunction Category, BlueprintImplementableEvent

void

 

SetReticleMaterialParamVector

(
    FName ParamName,
    FVector value
)

Overridden from AActor

Name Description

Public function Virtual Const

bool

 

IsNetRelevantFor

(
    const AActor* RealViewer,
    const AActor* ViewTarget,
    const FVector& SrcLocation
)

Checks to see if this actor is relevant for a specific network connection

Public function Virtual

void

 

Tick

(
    float DeltaSeconds
)

Function called every frame on this Actor.

Deprecated Functions

Name Description

Public function Const

bool

 

GetReplicates()

Call AActor::GetIsReplicated instead