unreal.TargetingSelectionTask_AOE¶
- class unreal.TargetingSelectionTask_AOE(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
TargetingTaskclass: UTargetingSelectionTask_AOE Basic AOE based selection task. There are 4 shape types to choose from + a custom option. Box - Defined by a given half extent Cylinder - Defined by the half extent (box) + radius Sphere - Defined by a given radius Capsule - Defined by the radius + half height SourceComponent - Use a collision component with a specific component tag as the shape
C++ Source:
Plugin: TargetingSystem
Module: TargetingSystem
File: TargetingSelectionTask_AOE.h
Editor Properties: (see get_editor_property/set_editor_property)
collision_channel(CollisionChannel): [Read-Write] The collision channel to use for the overlap check (as long as Collision Profile Name is not set)collision_object_types(Array[ObjectTypeQuery]): [Read-Write] The collision profile name to use for the overlap checkcollision_profile_name(CollisionProfileName): [Read-Write] The collision profile name to use for the overlap checkcomponent_tag(Name): [Read-Write] The component tag to use if a custom component is desired as the overlap shape.Use to look up the component on the source actor
default_source_offset(Vector): [Read-Write] The default source location offset used by GetSourceOffsetdefault_source_rotation_offset(Rotator): [Read-Write] The default source rotation offset used by GetSourceRotationOffsethalf_extent(Vector): [Read-Write] The half extent to use for box and cylinderFor Cylinder the X component will be the radius and Z will be its height
half_height(ScalableFloat): [Read-Write] The half height to use for capsule overlap checksignore_instigator_actor(bool): [Read-Write] Indicates the trace should ignore the source actorignore_source_actor(bool): [Read-Write] Indicates the trace should ignore the source actorradius(ScalableFloat): [Read-Write] The radius to use for sphere and capsule overlapsshape_type(TargetingAOEShape): [Read-Write] The shape type to use for the AOEtrace_complex(bool): [Read-Write] When enabled, the trace will be performed against complex collision.use_relative_offset(bool): [Read-Write] Should we offset based on world or relative Source object transform?
- get_source_location(targeting_handle) Vector¶
Native Event to get the source location for the AOE
- Parameters:
targeting_handle (TargetingRequestHandle)
- Return type:
- get_source_offset(targeting_handle) Vector¶
Native Event to get a source location offset for the AOE
- Parameters:
targeting_handle (TargetingRequestHandle)
- Return type:
- get_source_rotation(targeting_handle) Quat¶
Native event to get the source rotation for the AOE
- Parameters:
targeting_handle (TargetingRequestHandle)
- Return type:
- get_source_rotation_offset(targeting_handle) Rotator¶
Native Event to get a source rotation offset for the AOE
- Parameters:
targeting_handle (TargetingRequestHandle)
- Return type: