unreal.GameplayAbilityTargetingLocationInfo
¶
- class unreal.GameplayAbilityTargetingLocationInfo(location_type: GameplayAbilityTargetingLocationType = Ellipsis, literal_transform: Transform = Ellipsis, source_actor: Actor = Ellipsis, source_component: MeshComponent = Ellipsis, source_ability: GameplayAbility = Ellipsis, source_socket_name: Name = 'None')¶
Bases:
StructBase
Structure that stores a location in one of several different formats
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilityTargetTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
literal_transform
(Transform): [Read-Write] Literal Transform: A literal world transform can be used, if one has been calculated outside of the actor using the ability.location_type
(GameplayAbilityTargetingLocationType): [Read-Write] Location Type: Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.source_ability
(GameplayAbility): [Read-Write] Source Ability: Ability that will be using the targeting datasource_actor
(Actor): [Read-Write] Source Actor: A source actor is needed for Actor-based targeting, but not for Socket-based targeting.source_component
(MeshComponent): [Read-Write] Source Component: Socket-based targeting requires a skeletal mesh component to check for the named socket.source_socket_name
(Name): [Read-Write] Source Socket Name: If SourceComponent is valid, this is the name of the socket transform that will be used. If no Socket is provided, SourceComponent’s transform will be used.
- property literal_transform: Transform¶
[Read-Write] Literal Transform: A literal world transform can be used, if one has been calculated outside of the actor using the ability.
- Type:
- property location_type: GameplayAbilityTargetingLocationType¶
[Read-Write] Location Type: Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.
- property source_ability: GameplayAbility¶
[Read-Write] Source Ability: Ability that will be using the targeting data
- Type:
- property source_actor: Actor¶
[Read-Write] Source Actor: A source actor is needed for Actor-based targeting, but not for Socket-based targeting.
- Type:
(Actor)
- property source_component: MeshComponent¶
[Read-Write] Source Component: Socket-based targeting requires a skeletal mesh component to check for the named socket.
- Type: