Navigation
API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AGameplayAbilityWorldReticle
- AGameplayAbilityWorldReticle_ActorVisualization
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityWorldReticle.h |
| Include | #include "Abilities/GameplayAbilityWorldReticle.h" |
Syntax
UCLASS&40;Blueprintable, NotPlaceable&41;
class AGameplayAbilityWorldReticle : public AActor
Remarks
Reticles allow targeting to be visualized. Tasks can spawn these. Artists/designers can create BPs for these.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bFaceOwnerFlat | Makes the reticle's default owner-facing behavior operate in 2D (flat) instead of 3D (pitched). | |
| bool | bIsTargetAnActor | This indicates whether or not the targeting reticle is pointed at an actor. Defaults to false. | |
| bool | bIsTargetValid | This indicates whether or not the targeting actor considers the current target to be valid. | |
| bool | bSnapToTargetedActor | If the target is an actor snap to it's location. | |
| FWorldReticleParameters | Parameters | ||
| TObjectPtr< APlayerController > | PrimaryPC | This is used in the process of determining whether we should replicate to a specific client. | |
| TObjectPtr< AGameplayAbilityTargetActor > | TargetingActor | In the future, we may want to grab things like sockets off of this. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AGameplayAbilityWorldReticle
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | FaceTowardSource
(
bool bFaceIn2D |
||
| void | InitializeReticle
(
AGameplayAbilityTargetActor* InTargetingActor, |
||
| void | |||
| void | OnTargetingAnActor
(
bool bNewValue |
Called whenever bIsTargetAnActor changes value. | |
| void | OnValidTargetChanged
(
bool bNewValue |
Called whenever bIsTargetValid changes value. | |
| void | SetIsTargetAnActor
(
bool bNewValue |
||
| void | SetIsTargetValid
(
bool bNewValue |
||
| void | SetReticleMaterialParamFloat
(
FName ParamName, |
||
| void | SetReticleMaterialParamVector
(
FName ParamName, |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection | |
| void | Tick
(
float DeltaSeconds |
Function called every frame on this Actor. |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| APlayerController * | MasterPC | This property is deprecated. Please use PrimaryPC instead |