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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities
Inheritance Hierarchy
- FGameplayAbilityTargetData
- FGameplayAbilityTargetData_ActorArray
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetTypes.h |
| Include | #include "Abilities/GameplayAbilityTargetTypes.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FGameplayAbilityTargetData_ActorArray : public FGameplayAbilityTargetData
Remarks
Target data with a source location and a list of targeted actors, makes sense for AOE attacks
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGameplayAbilityTargetingLocationInfo | SourceLocation | We could be selecting this group of actors from any type of location, so use a generic location type | |
| TArray< TWeakObjectPtr< AActor > > | TargetActorArray | Rather than targeting a single point, this type of targeting selects multiple actors. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | NetSerialize
(
FArchive& Ar, |
Overridden from FGameplayAbilityTargetData
| Type | Name | Description | |
|---|---|---|---|
| TArray< TWeakObjectPtr< AActor > > | GetActors () |
Returns all actors targeted, almost always overridden | |
| FVector | GetEndPoint () |
Override to return a target/end point | |
| FTransform | GetOrigin () |
Override to return an origin point, which may be derived from other data | |
| UScriptStruct * | Returns the serialization data, must always be overridden | ||
| bool | HasEndPoint () |
Override to true if GetEndPoint/Transform will work | |
| bool | HasOrigin () |
Override to true if GetOrigin will work | |
| bool | SetActors
(
TArray< TWeakObjectPtr< AActor >> NewActorArray |
Modify the actor list | |
| FString | ToString () |
Returns a debug string representation |