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7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Abilities/Tasks/AbilityTask.h"
#include "Engine/CollisionProfile.h"
#include "Interaction/InteractionOption.h"
#include "AbilityTask_WaitForInteractableTargets.generated.h"
class AActor;
class IInteractableTarget;
class UObject;
class UWorld;
struct FCollisionQueryParams;
struct FHitResult;
struct FInteractionQuery;
template <typename InterfaceType> class TScriptInterface;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FInteractableObjectsChangedEvent, const TArray<FInteractionOption>&, InteractableOptions);
UCLASS(Abstract)
class UAbilityTask_WaitForInteractableTargets : public UAbilityTask
{
GENERATED_UCLASS_BODY()
public:
UPROPERTY(BlueprintAssignable)
FInteractableObjectsChangedEvent InteractableObjectsChanged;
protected:
static void LineTrace(FHitResult& OutHitResult, const UWorld* World, const FVector& Start, const FVector& End, FName ProfileName, const FCollisionQueryParams Params);
void AimWithPlayerController(const AActor* InSourceActor, FCollisionQueryParams Params, const FVector& TraceStart, float MaxRange, FVector& OutTraceEnd, bool bIgnorePitch = false) const;
static bool ClipCameraRayToAbilityRange(FVector CameraLocation, FVector CameraDirection, FVector AbilityCenter, float AbilityRange, FVector& ClippedPosition);
void UpdateInteractableOptions(const FInteractionQuery& InteractQuery, const TArray<TScriptInterface<IInteractableTarget>>& InteractableTargets);
FCollisionProfileName TraceProfile;
// Does the trace affect the aiming pitch
bool bTraceAffectsAimPitch = true;
TArray<FInteractionOption> CurrentOptions;
};
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