FGameplayCueNotify_PlacementInfo

[FGameplayCueNotify_PlacementInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_PlacementInfo)

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References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotifyTypes.h

Include

#include "GameplayCueNotifyTypes.h"

Syntax

USTRUCT(BlueprintType)
struct FGameplayCueNotify_PlacementInfo

Remarks

FGameplayCueNotify_PlacementInfo

Specifies how the gameplay cue notify will be positioned in the world.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EAttachmentRule

 

AttachmentRule

How the transform is handled when attached.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

EGameplayCueNot...

 

AttachPolicy

Whether to attach to the target actor or not attach.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverrideRotation

If enabled, will always spawn using rotation override.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

uint32: 1

 

bOverrideScale

If enabled, will always spawn using the scale override.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FRotator

 

RotationOverride

If enabled, will always spawn using rotation override.

Public variable UProperty Category, EditDefaultsOnly, Meta BlueprintReadOnly

FVector

 

ScaleOverride

If enabled, will always spawn using scale override.

Public variable UProperty Category, EditDefaultsOnly BlueprintReadOnly

FName

 

SocketName

Target's socket (or bone) used for location and rotation. If "None", it uses the target's root.

Constructors

Functions

Name Description

Public function Const

bool

 

FindSpawnTransform

(
    const FGameplayCueNotify_SpawnConte...,
    FTransform& OutTransform
)

Public function Const

void

 

SetComponentTransform

(
    USceneComponent* Component,
    const FTransform& Transform
)

Public function Const

void

 

TryComponentAttachment

(
    USceneComponent* Component,
    USceneComponent* AttachCompone...
)