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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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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. | |
Structure that stores a location in one of several different formats.
| FGameplayAbilityTargetingLocationInfo & opAssign | ( | FGameplayAbilityTargetingLocationInfo | Other | ) |
| FTransform LiteralTransform |
A literal world transform can be used, if one has been calculated outside of the actor using the ability.
| EGameplayAbilityTargetingLocationType LocationType |
Type of location used - will determine what data is transmitted over the network and what fields are used when calculating position.
| UGameplayAbility SourceAbility |
Ability that will be using the targeting data.
| 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.
| 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.