unreal.TargetingSourceContext

class unreal.TargetingSourceContext(source_actor: Actor = Ellipsis, instigator_actor: Actor = Ellipsis, source_location: Vector = Ellipsis, source_socket_name: Name = 'None', source_object: Object = Ellipsis)

Bases: StructBase

struct: FTargetingSourceContext Stores context information about a targeting request.

C++ Source:

  • Plugin: TargetingSystem

  • Module: TargetingSystem

  • File: TargetingSystemTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • instigator_actor (Actor): [Read-Write] The optional instigator the targeting request is owned by (i.e. owner of a projectile)

  • source_actor (Actor): [Read-Write] The optional actor the targeting request sources from (i.e. player/projectile/etc)

  • source_location (Vector): [Read-Write] The optional location the targeting request will source from (i.e. do AOE targeting at x/y/z location)

  • source_object (Object): [Read-Write] The optional reference to a source uobject to use in the context

  • source_socket_name (Name): [Read-Write] The optional socket name to use on the source actor (if an actor is defined)

property instigator_actor: Actor

[Read-Write] The optional instigator the targeting request is owned by (i.e. owner of a projectile)

Type:

(Actor)

property source_actor: Actor

[Read-Write] The optional actor the targeting request sources from (i.e. player/projectile/etc)

Type:

(Actor)

property source_location: Vector

[Read-Write] The optional location the targeting request will source from (i.e. do AOE targeting at x/y/z location)

Type:

(Vector)

property source_object: Object

[Read-Write] The optional reference to a source uobject to use in the context

Type:

(Object)

property source_socket_name: Name

[Read-Write] The optional socket name to use on the source actor (if an actor is defined)

Type:

(Name)