unreal.GameplayAbilityTargetingLocationInfo

class unreal.GameplayAbilityTargetingLocationInfo(location_type=GameplayAbilityTargetingLocationType.LITERAL_TRANSFORM, literal_transform=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], source_actor=None, source_component=None, source_ability=None, source_socket_name='None')

Bases: unreal.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.
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.