Targeting

Targeting is a system available to Abilities that allows them to use shape based queries of the world, followed by a set of filters to try and find any and all valid targets.

Below are all the various Targeting shapes.




Base Properties

  • Half Extents

    • The half size of each dimension of the box. All values are in local space.

Targeting Properties

  • Source

    • The Ability Context Target to use as the base location for this query.

  • Location Offset

    • An additional offset, in local space, to add to the query location.

  • Rotation

    • Rotation to be applied to the query volume. Can be used in conjunction with a Socket rotation.

  • Socket

    • The Name of the socket (bone) to use as the world space location for the query.

  • Use Socket Rotation

    • If true, the rotation of the socket (bone), is used as well as the location.

  • Collision Channel

    • The collision channel to run this query on.

  • Filters

Optimization Properties

  • Use Async

    • If true, the query is executed as an asynchronous query and the results will be retrieved next frame rather than immediately.

Base Properties

  • Height
    • The height of the capsule.
  • Radius

    • The radius of the capsule.

Targeting Properties

  • Source

    • The Ability Context Target to use as the base location for this query.
  • Location Offset

    • An additional offset, in local space, to add to the query location.
  • Rotation

    • Rotation to be applied to the query volume. Can be used in conjunction with a Socket rotation.
  • Socket

    • The Name of the socket (bone) to use as the world space location for the query.
  • Use Socket Rotation

    • If true, the rotation of the socket (bone), is used as well as the location.
  • Collision Channel

    • The collision channel to run this query on.
  • Filters

Optimization Properties

  • Use Async

    • If true, the query is executed as an asynchronous query and the results will be retrieved next frame rather than immediately.

Base Properties

  • FOV

    • The Field of View (sometimes called the azimuth or just angle), in degrees, of the Cone (supports angles > 180°).
  • Length

    • The length of the cone along the X (forward) axis.
  • Height

    • The height of the cone along the Z (up) axis.

Targeting Properties

  • Source

    • The Ability Context Target to use as the base location for this query.
  • Location Offset

    • An additional offset, in local space, to add to the query location.
  • Rotation

    • Rotation to be applied to the query volume. Can be used in conjunction with a Socket rotation.
  • Socket

    • The Name of the socket (bone) to use as the world space location for the query.
  • Use Socket Rotation

    • If true, the rotation of the socket (bone), is used as well as the location.
  • Collision Channel

    • The collision channel to run this query on.
  • Filters

Optimization Properties

  • Use Async

    • If true, the query is executed as an asynchronous query and the results will be retrieved next frame rather than immediately.

Calls the Ability's FindTargets method and uses the Actors in the FoundTargets array as the targets (copying them into the Ability context). You can use this method to execute your own Targeting logic, or to hook an already existing Targeting system into Able.


Returns the Instigator of the Ability.


Returns the Owner of the Ability.


Base Properties

  • Length

    • The length, along the X (forward) axis, of the Ray.
  • Return Blocking Object

    • If true, returns the 1st blocking object - otherwise it returns the first object (blocking or not) that it hits.

Targeting Properties

  • Source

    • The Ability Context Target to use as the base location for this query.
  • Location Offset

    • An additional offset, in local space, to add to the query location.
  • Rotation

    • Rotation to be applied to the query volume. Can be used in conjunction with a Socket rotation.
  • Socket

    • The Name of the socket (bone) to use as the world space location for the query.
  • Use Socket Rotation

    • If true, the rotation of the socket (bone), is used as well as the location.
  • Collision Channel

    • The collision channel to run this query on.
  • Filters

Optimization Properties

  • Use Async

    • If true, the query is executed as an asynchronous query and the results will be retrieved next frame rather than immediately.

Returns the Actor who is executing the Ability (this is not always the same as the Owner Actor).


Base Properties

  • Radius

    • The radius of the Sphere.

Targeting Properties

  • Source

    • The Ability Context Target to use as the base location for this query.
  • Location Offset

    • An additional offset, in local space, to add to the query location.
  • Rotation

    • Rotation to be applied to the query volume. Can be used in conjunction with a Socket rotation.
  • Socket

    • The Name of the socket (bone) to use as the world space location for the query.
  • Use Socket Rotation

    • If true, the rotation of the socket (bone), is used as well as the location.
  • Collision Channel

    • The collision channel to run this query on.
  • Filters

Optimization Properties

  • Use Async

    • If true, the query is executed as an asynchronous query and the results will be retrieved next frame rather than immediately.