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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AGameplayAbilityTargetActor
- AGameplayAbilityTargetActor_Radius
- AGameplayAbilityTargetActor_Trace
- AGameplayAbilityTargetActor_GroundTrace
- AGameplayAbilityTargetActor_ActorPlacement
- AGameplayAbilityTargetActor_SingleLineTrace
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetActor.h |
| Include | #include "Abilities/GameplayAbilityTargetActor.h" |
Syntax
UCLASS&40;Blueprintable, Abstract, NotPlaceable&41;
class AGameplayAbilityTargetActor : public AActor
Remarks
TargetActors are spawned to assist with ability targeting. They are spawned by ability tasks and create/determine the outgoing targeting data passed from one task to another
WARNING: These actors are spawned once per ability activation and in their default form are not very efficient For most games you will need to subclass and heavily modify this actor, or you will want to implement similar functions in a game-specific actor or blueprint to avoid actor spawn costs This class is not well tested by internal games, but it is a useful class to look at to learn how target replication occurs
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bDebug | Draw the debug information (if applicable) for this targeting actor. | |
| bool | bDestroyOnConfirmation | ||
| FAbilityTargetData | CanceledDelegate | ||
| FGameplayTargetDataFilterHandle | Filter | ||
| FDelegateHandle | GenericCancelHandle | ||
| FDelegateHandle | GenericConfirmHandle | ||
| TObjectPtr< UAbilitySystemComponent > | GenericDelegateBoundASC | ||
| TObjectPtr< UGameplayAbility > | OwningAbility | ||
| TObjectPtr< APlayerController > | PrimaryPC | ||
| TSubclassOf< AGameplayAbilityWorldReticle > | ReticleClass | Reticle that will appear on top of acquired targets. | |
| FWorldReticleParameters | ReticleParams | Parameters for world reticle. Usage of these parameters is dependent on the reticle. | |
| bool | ShouldProduceTargetDataOnServer | The TargetData this class produces can be entirely generated on the server. | |
| TObjectPtr< AActor > | SourceActor | ||
| FGameplayAbilityTargetingLocationInfo | StartLocation | Describes where the targeting action starts, usually the player character or a socket on the player character. | |
| FAbilityTargetData | TargetDataReadyDelegate |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AGameplayAbilityTargetActor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| void | Outside code is saying 'stop everything and just forget about it' | ||
| void | Outside code is saying 'stop and just give me what you have.' Returns true if the ability accepts this and can be forgotten. | ||
| void | Requesting targeting data, but not necessarily stopping/destroying the task. | ||
| bool | |||
| bool | Replicated target data was received from a client. | ||
| bool | |||
| void | StartTargeting
(
UGameplayAbility* Ability |
Initialize and begin targeting logic |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| APlayerController * | MasterPC | This property is deprecated. Please use PrimaryPC instead. |