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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities
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 FGameplayAbilityTargetingLocationInfo
Remarks
Structure that stores a location in one of several different formats
Variables
| Type | Name | Description | |
|---|---|---|---|
| FTransform | LiteralTransform | A literal world transform can be used, if one has been calculated outside of the actor using the ability. | |
| TEnumAsByte< EGameplayAbilityTargetingLocationType::Type > | LocationType | Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position. | |
| TObjectPtr< UGameplayAbility > | SourceAbility | Ability that will be using the targeting data | |
| TObjectPtr< AActor > | SourceActor | A source actor is needed for Actor-based targeting, but not for Socket-based targeting. | |
| TObjectPtr< UMeshComponent > | SourceComponent | Socket-based targeting requires a skeletal mesh component to check for the named socket. | |
| FName | SourceSocketName | If SourceComponent is valid, this is the name of the socket transform that will be used. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FTransform | Converts internal format into a literal world space transform | ||
| FGameplayAbilityTargetDataHandle | MakeTargetDataHandleFromActors
(
const TArray< TWeakObjectPtr< AActor >>& TargetActors, |
Initializes new actor list target data, and sets this as the origin | |
| FGameplayAbilityTargetDataHandle | MakeTargetDataHandleFromHitResult
(
TWeakObjectPtr< UGameplayAbility > Ability, |
Initializes new target data and fills in with hit results | |
| FGameplayAbilityTargetDataHandle | MakeTargetDataHandleFromHitResults
(
TWeakObjectPtr< UGameplayAbility > Ability, |
Initializes new target data and fills in with hit results | |
| bool | NetSerialize
(
FArchive& Ar, |
Optimized serialize function |
Operators
| Type | Name | Description | |
|---|---|---|---|
| void | operator=
(
const FGameplayAbilityTargetingLocationInfo& Other |