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Unreal Engine C++ API Reference > 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 (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
Type | Name | Description | |
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bool | bFaceOwnerFlat | Makes the reticle's default owner-facing behavior operate in 2D (flat) instead of 3D (pitched). |
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bool | bIsTargetAnActor | This indicates whether or not the targeting reticle is pointed at an actor. Defaults to false. |
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bool | bIsTargetValid | This indicates whether or not the targeting actor considers the current target to be valid. |
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bool | bSnapToTargetedActor | If the target is an actor snap to it's location. |
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APlayerController * | MasterPC | This is used in the process of determining whether we should replicate to a specific client. |
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FWorldReticleParameters | Parameters | |
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TObjectPtr< APlayerController > | PrimaryPC | This is used in the process of determining whether we should replicate to a specific client. |
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TObjectPtr< AGameplayAbilityTargetActor > | TargetingActor | In the future, we may want to grab things like sockets off of this. |
Constructors
Type | Name | Description | |
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AGameplayAbilityWorldReticle
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | FaceTowardSource
(
bool bFaceIn2D |
|
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void | InitializeReticle
(
AGameplayAbilityTargetActor* InTargetingActor, |
|
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void | ||
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void | OnTargetingAnActor
(
bool bNewValue |
Called whenever bIsTargetAnActor changes value. |
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void | OnValidTargetChanged
(
bool bNewValue |
Called whenever bIsTargetValid changes value. |
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void | SetIsTargetAnActor
(
bool bNewValue |
|
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void | SetIsTargetValid
(
bool bNewValue |
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void | SetReticleMaterialParamFloat
(
FName ParamName, |
|
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void | SetReticleMaterialParamVector
(
FName ParamName, |
Overridden from AActor
Type | Name | Description | |
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bool | IsNetRelevantFor
(
const AActor* RealViewer, |
Checks to see if this actor is relevant for a specific network connection |
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void | Tick
(
float DeltaSeconds |
Function called every frame on this Actor. |