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] A literal world transform can be used, if one has been calculated outside of the actor using the ability.

  • location_type (GameplayAbilityTargetingLocationType): [Read-Write] 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] Ability that will be using the targeting data

  • source_actor (Actor): [Read-Write] A source actor is needed for Actor-based targeting, but not for Socket-based targeting.

  • source_component (MeshComponent): [Read-Write] Socket-based targeting requires a skeletal mesh component to check for the named socket.

  • source_socket_name (Name): [Read-Write] 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] A literal world transform can be used, if one has been calculated outside of the actor using the ability.

Type:

(Transform)

property location_type: GameplayAbilityTargetingLocationType

[Read-Write] Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.

Type:

(GameplayAbilityTargetingLocationType)

property source_ability: GameplayAbility

[Read-Write] Ability that will be using the targeting data

Type:

(GameplayAbility)

property source_actor: Actor

[Read-Write] A source actor is needed for Actor-based targeting, but not for Socket-based targeting.

Type:

(Actor)

property source_component: MeshComponent

[Read-Write] Socket-based targeting requires a skeletal mesh component to check for the named socket.

Type:

(MeshComponent)

property source_socket_name: Name

[Read-Write] 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.

Type:

(Name)