unreal.TargetingSelectionTask_AOE

class unreal.TargetingSelectionTask_AOE(outer: Object | None = None, name: Name | str = 'None')

Bases: TargetingTask

class: 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 check

  • collision_profile_name (CollisionProfileName): [Read-Write] The collision profile name to use for the overlap check

  • component_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 GetSourceOffset

  • half_extent (Vector): [Read-Write] The half extent to use for box and cylinder

  • half_height (ScalableFloat): [Read-Write] The half height to use for capsule overlap checks

  • ignore_instigator_actor (bool): [Read-Write] Indicates the trace should ignore the source actor

  • ignore_source_actor (bool): [Read-Write] Indicates the trace should ignore the source actor

  • radius (ScalableFloat): [Read-Write] The radius to use for sphere and capsule overlaps

  • shape_type (TargetingAOEShape): [Read-Write] The shape type to use for the AOE

  • trace_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:

Vector

get_source_offset(targeting_handle) Vector

Native Event to get a source location offset for the AOE

Parameters:

targeting_handle (TargetingRequestHandle) –

Return type:

Vector

get_source_rotation(targeting_handle) Quat

Native event to get the source rotation for the AOE

Parameters:

targeting_handle (TargetingRequestHandle) –

Return type:

Quat