void AGameplayAbilityTargetActor::ConfirmTargetingAndContinue() { check(ShouldProduceTargetData()); if (IsConfirmTargetingAllowed()) { TargetDataReadyDelegate.Broadcast(FGameplayAbilityTargetDataHandle()); } }
void AGameplayAbilityTargetActor_Radius::ConfirmTargetingAndContinue() { check(ShouldProduceTargetData()); if (SourceActor) { FVector Origin = StartLocation.GetTargetingTransform().GetLocation(); FGameplayAbilityTargetDataHandle Handle = MakeTargetData(PerformOverlap(Origin), Origin); TargetDataReadyDelegate.Broadcast(Handle); } }
void AGameplayAbilityTargetActor_Trace::ConfirmTargetingAndContinue() { check(ShouldProduceTargetData()); if (SourceActor) { bDebug = false; FGameplayAbilityTargetDataHandle Handle = MakeTargetData(PerformTrace(SourceActor)); TargetDataReadyDelegate.Broadcast(Handle); } }