#How to trace for targets in GAS #1
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im doing the GA subclass to apply GEs on source and target while the GA is active
yeah ive read tranek sections on targeting
How do you define a target in your case ?
but my use case is so simple i dont understand why i cant simply get the actor
Different games can have different definitions / workflow
idk, "Attack Ability" Source: Player, Target: Some AI
i dont have any fancy targetting data, i just need a reference to the targeted actor/ASC
yeah im using those, but i dont have a ref to the target
well, do a trace?
whatever you think it should be.
the GA doesnt have the attack logic
it serves as a tag and GE container
My Component -> Try Activate GA -> if suceeded run attack logic
So your question is more: How to trace for targets in GAS ?
no, i assumed i could use a default "target" thing to get a target actor
Well, yeah ... but that's up to you to specify the target actor
you have to tell GAS which is it, because it can't know by default until you program it.
It could be ANYTHING
one actor, 10, all on the server, from a line trace, an overlap ... it could be an actor or a hit result
All is valid, and will bear +/-
the default engine FGameplayAbilityTargetData has what i want
ill check how i give it to my GA
yes, it has an array of actors
this
YOU are responsible for that
You can use the target actors that GAS has to "trace"
How to trace for targets in GAS #1
how do i pass my target struct to an GA ?
the activate func doesnt seem to have an param for that
In this video, we go over how to create gameplay abilities with targeting indicators, VFX, animations, and gameplay effects. Please leave comment with what you'd like to see next in this series!
I found a surprising lack of content on Unreal Engine's Gameplay Ability System so I d...
Seems you're trying to grok your way in.
I would recommend to watch / read a bit.
I can always make an example on Narxim later. I should.
I do have one very simple example with a line/capsule trace
that's pretty simple, not even using target data, and it works fine.