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