AActor::GetTargetLocation
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtual
Description
Returns the optimal location to fire weapons at or aim towards this actor. The default returns the actor's location; override to provide a specific aim point such as the actor's center of mass or head position.
Caveats & Gotchas
- • The default implementation simply returns GetActorLocation(), which is the root component pivot and often not the ideal aim point for characters. Always override this on pawns or enemies to return a sensible torso/head position.
- • The RequestedBy parameter allows context-sensitive aim points (e.g. targeting a vehicle differently from the front vs. the rear) but most callers pass nullptr, so null-check before using it.
Signature
ENGINE_API virtual FVector GetTargetLocation(AActor* RequestedBy = nullptr) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| RequestedBy | AActor* | The actor requesting the target location; implementations can return different positions based on who is asking. | nullptr |
Return Type
FVector Example
Override to return head bone position C++
FVector AMyCharacter::GetTargetLocation(AActor* RequestedBy) const
{
if (USkeletalMeshComponent* Mesh = GetMesh())
{
return Mesh->GetBoneLocation(FName("head"));
}
return Super::GetTargetLocation(RequestedBy);
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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