G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FGameplayAbilityTargetingLocationInfo Struct Reference

Structure that stores a location in one of several different formats. More...

Public Member Functions

Functions
FGameplayAbilityTargetingLocationInfo & opAssign (FGameplayAbilityTargetingLocationInfo Other)

Public Attributes

Targeting
FTransform LiteralTransform
 A literal world transform can be used, if one has been calculated outside of the actor using the ability.
AActor SourceActor
 A source actor is needed for Actor-based targeting, but not for Socket-based targeting.
UMeshComponent SourceComponent
 Socket-based targeting requires a skeletal mesh component to check for the named socket.
UGameplayAbility SourceAbility
 Ability that will be using the targeting data.
FName SourceSocketName
 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.
EGameplayAbilityTargetingLocationType LocationType
 Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.

Detailed Description

Structure that stores a location in one of several different formats.

Member Function Documentation

◆ opAssign()

Member Data Documentation

◆ LiteralTransform

FTransform LiteralTransform

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

◆ LocationType

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

◆ SourceAbility

UGameplayAbility SourceAbility

Ability that will be using the targeting data.

◆ SourceActor

AActor SourceActor

A source actor is needed for Actor-based targeting, but not for Socket-based targeting.

◆ SourceComponent

UMeshComponent SourceComponent

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

◆ SourceSocketName

FName SourceSocketName

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.