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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/Abilities > API/Plugins/GameplayAbilities/Abilities/Tasks
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayTask
- UAbilityTask
- UAbilityTask_VisualizeTargeting
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_VisualizeTargeting.h |
| Include | #include "Abilities/Tasks/AbilityTask_VisualizeTargeting.h" |
Syntax
UCLASS&40;&41;
class UAbilityTask_VisualizeTargeting : public UAbilityTask
Variables
| Type | Name | Description | |
|---|---|---|---|
| TWeakObjectPtr< AGameplayAbilityTargetActor > | TargetActor | The TargetActor that we spawned | |
| TSubclassOf< AGameplayAbilityTargetActor > | TargetClass | ||
| FVisualizeTargetingDelegate | TimeElapsed | ||
| FTimerHandle | TimerHandle_OnTimeElapsed | Handle for efficient management of OnTimeElapsed timer |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilityTask_VisualizeTargeting
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | BeginSpawningActor
(
UGameplayAbility* OwningAbility, |
||
| void | FinalizeTargetActor
(
AGameplayAbilityTargetActor* SpawnedActor |
||
| void | FinishSpawningActor
(
UGameplayAbility* OwningAbility, |
||
| void | InitializeTargetActor
(
AGameplayAbilityTargetActor* SpawnedActor |
||
| void | |||
| void | SetDuration
(
const float Duration |
||
| bool | |||
| UAbilityTask_VisualizeTargeting * | VisualizeTargeting
(
UGameplayAbility* OwningAbility, |
Spawns target actor and uses it for visualization. | |
| UAbilityTask_VisualizeTargeting * | VisualizeTargetingUsingActor
(
UGameplayAbility* OwningAbility, |
Visualize target using a specified target actor. |
Overridden from UGameplayTask
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Called to trigger the actual task once the delegates have been set up Note that the default implementation does nothing and you don't have to call it | |
| void | OnDestroy
(
bool bInOwnerFinished |
End and CleanUp the task - may be called by the task itself or by the task owner if the owner is ending. |