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