Created
October 16, 2023 05:40
-
-
Save CoffeeVampir3/8d669c45fb8a692e9c203b6aa143951c to your computer and use it in GitHub Desktop.
Wait Target Data Under Cursor C++ UE 5.3
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "AbilitySystem/AbilityTasks/TargetDataUnderMouse.h" | |
#include "AbilitySystemComponent.h" | |
UTargetDataUnderMouse* UTargetDataUnderMouse::CreateTargetDataUnderMouse(UGameplayAbility* OwningAbility) | |
{ | |
UTargetDataUnderMouse* ConstructedObj = NewAbilityTask<UTargetDataUnderMouse>(OwningAbility); | |
return ConstructedObj; | |
} | |
void UTargetDataUnderMouse::Activate() | |
{ | |
const bool bIsLocallyControlled = Ability->GetCurrentActorInfo()->IsLocallyControlled(); | |
if(bIsLocallyControlled) | |
{ | |
SendMouseCursorData(); | |
} else | |
{ | |
const auto SpecHandle = GetAbilitySpecHandle(); | |
const auto ActivationKey = GetActivationPredictionKey(); | |
//Bind to the target data delegate. | |
AbilitySystemComponent.Get()->AbilityTargetDataSetDelegate(SpecHandle, ActivationKey) | |
.AddLambda([this, SpecHandle, ActivationKey](const FGameplayAbilityTargetDataHandle& DataHandle, FGameplayTag ActivationTag) | |
{ | |
AbilitySystemComponent->ConsumeClientReplicatedTargetData(SpecHandle, ActivationKey); | |
if(ShouldBroadcastAbilityTaskDelegates()) | |
{ | |
ValidMouseTargetData.Broadcast(DataHandle); | |
} | |
}); | |
//In case our data arrived before the delegate was bound, we can ensure we retrieve the data here. | |
const bool bDelegateWasCalled = AbilitySystemComponent.Get()-> | |
CallReplicatedTargetDataDelegatesIfSet(SpecHandle, ActivationKey); | |
if (!bDelegateWasCalled) | |
{ | |
SetWaitingOnRemotePlayerData(); | |
} | |
} | |
} | |
void UTargetDataUnderMouse::SendMouseCursorData() const | |
{ | |
//Creates a prediction window for this function, which fills in the scoped prediction key. | |
FScopedPredictionWindow ScopedPrediction(AbilitySystemComponent.Get()); | |
const auto PlayerController = Ability->GetCurrentActorInfo()->PlayerController.Get(); | |
if(!PlayerController) | |
return; | |
FHitResult CursorHit; | |
PlayerController->GetHitResultUnderCursor(ECC_Visibility, false, CursorHit); | |
FGameplayAbilityTargetDataHandle DataHandle; | |
const auto TargetData = new FGameplayAbilityTargetData_SingleTargetHit(); | |
TargetData->HitResult = CursorHit; | |
DataHandle.Add(TargetData); | |
AbilitySystemComponent->ServerSetReplicatedTargetData( | |
GetAbilitySpecHandle(), | |
GetActivationPredictionKey(), | |
DataHandle, | |
FGameplayTag(), | |
AbilitySystemComponent->ScopedPredictionKey); | |
if(!ShouldBroadcastAbilityTaskDelegates()) return; | |
ValidMouseTargetData.Broadcast(DataHandle); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#pragma once | |
#include "CoreMinimal.h" | |
#include "Abilities/Tasks/AbilityTask.h" | |
#include "TargetDataUnderMouse.generated.h" | |
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMouseTargetDataSignature, const FGameplayAbilityTargetDataHandle&, TargetDataHandle); | |
/** | |
* | |
*/ | |
UCLASS() | |
class AURAPROJECT_API UTargetDataUnderMouse : public UAbilityTask | |
{ | |
GENERATED_BODY() | |
public: | |
UFUNCTION(BlueprintCallable, Category="Ability|Tasks|TargetData", | |
meta=(DisplayName = "TargetDataUnderMouse", HidePin="OwningAbility", DefaultToSelf="OwningAbility", | |
BlueprintInternalUseOnly="true")) | |
static UTargetDataUnderMouse* CreateTargetDataUnderMouse(UGameplayAbility* OwningAbility); | |
UPROPERTY(BlueprintAssignable) | |
FMouseTargetDataSignature ValidMouseTargetData; | |
private: | |
virtual void Activate() override; | |
void SendMouseCursorData() const; | |
}; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment