If true, the query will only return the blocking Actor. If false, it will return all Actors including the blocking actor.
Location
Source
The Context Target Type to use as the Source location of this query.
Location Offset
An additional offset, in local space, that can be used in conjunction with the Socket location.
Rotation
Rotation to apply to the query location for the Raycast.
Socket
Name of the Socket/Bone to use for the initial query location.
Use Socket Rotation
If true, the Socket/Bone's rotation will be used in addition to the location.
Collision Channel
The Collision Channel to run this query against. See the official documentation for more information on Collision Channels.
Fire Event
If true, the Task will call the Ability's OnRaycastEvent Blueprint method and pass along the results of the query.
Name
An optional name parameter that is passed along with the results in the OnRaycastEvent Blueprint method.
Copy to Context
If true, the results will be copied into the Ability Context's Target Actors array. See Ability Context for more details.
Allow Duplicates
If using the Copy to Context option, this option determines whether or not to allow duplicate Actors within the Target Actors array.
Realm
Realm
Which Realm (Client/Server) to run this Task on. Note: Server Realm still executes on the Local Player Controlled Client for simulation purposes. Ignored in non-networked games.
Optimization
Use Async Query
If true, the query will be done using an Async Collision call. This can be more performant as it doesn't require waiting for the results of the query and instead just retrieves them during the following frame.
Timing
Start Time
When to begin this Task.
End Time
Hidden as it is programmatically controlled by the task itself. If using the Async Query option the task will take 2 frames, otherwise it will only take 1 frame.