30 UPROPERTY(BlueprintReadOnly, Category =
"Target")
31 bool bHasTarget = false;
33 UPROPERTY(BlueprintReadOnly, Category = "Target")
34 TObjectPtr<AActor> TargetActor =
nullptr;
36 UPROPERTY(BlueprintReadOnly, Category = "Target")
37 FVector TargetLocation = FVector::ZeroVector;
39 UPROPERTY(BlueprintReadOnly, Category = "Target")
40 float TargetDistance = 0.0f;
55 TArray<ITargetableInterface*> FilterVisibleTargets(
const APlayerController* PC,
const TArray<ITargetableInterface*>& Candidates)
const;
57 TArray<ITargetableInterface*> FilterTargetsInPlayerRange(
const AMainPlayerCharacter*
Player,
const TArray<ITargetableInterface*>& Candidates)
const;
64 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category =
"Target")
67 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Target", meta = (ClampMin = "0.0"))
68 float TargetSearchRange = 2000.0f;
70 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Target", meta = (ClampMin = "0.0"))
71 float FallbackSearchRange = 2000.0f;
73 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Target", meta = (ClampMin = "0.0"))
74 float DensityRadius = 350.0f;
76 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Target")
77 bool bUseLineOfSight = true;
Definition MainPlayerCharacter.h:39