ts.AOE.EnableComplexTracingAOE

ts.AOE.EnableComplexTracingAOE

#Overview

name: ts.AOE.EnableComplexTracingAOE

This variable is created as a Console Variable (cvar).

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of ts.AOE.EnableComplexTracingAOE is to control complex tracing in the Area of Effect (AOE) functionality within the Gameplay Targeting System of Unreal Engine 5.

This setting variable is primarily used in the Gameplay Targeting System, which is an experimental plugin in Unreal Engine 5. It specifically affects the Area of Effect (AOE) targeting functionality.

The value of this variable is set using the Unreal Engine’s console variable system. It is initialized with a default value of true in the C++ code.

The associated variable bEnableComplexTracingAOE directly interacts with ts.AOE.EnableComplexTracingAOE. They share the same value, with bEnableComplexTracingAOE being the C++ representation of the console variable.

Developers must be aware that this variable affects the complexity of tracing operations in AOE targeting. When enabled, it allows users to perform complex traces by setting bShouldTraceComplex to true.

Best practices when using this variable include:

  1. Consider performance implications when enabling complex tracing, as it may be more computationally expensive.
  2. Use it judiciously, only enabling complex tracing when necessary for your specific AOE targeting requirements.
  3. Test thoroughly with both enabled and disabled states to ensure your game performs well in both scenarios.

Regarding the associated variable bEnableComplexTracingAOE:

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/Tasks/TargetingSelectionTask_AOE.cpp:21

Scope (from outer to inner):

file
namespace    TargetingSystemCVars

Source code excerpt:

	static bool bEnableComplexTracingAOE = true;
	FAutoConsoleVariableRef CVarEnableComplexTracingAOE(
		TEXT("ts.AOE.EnableComplexTracingAOE"),
		bEnableComplexTracingAOE,
		TEXT("When enabled, allows users to do complex traces by setting bShouldTraceComplex to true.")
	);
}

UTargetingSelectionTask_AOE::UTargetingSelectionTask_AOE(const FObjectInitializer& ObjectInitializer)

#Associated Variable and Callsites

This variable is associated with another variable named bEnableComplexTracingAOE. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/Tasks/TargetingSelectionTask_AOE.cpp:19

Scope (from outer to inner):

file
namespace    TargetingSystemCVars

Source code excerpt:

namespace TargetingSystemCVars
{
	static bool bEnableComplexTracingAOE = true;
	FAutoConsoleVariableRef CVarEnableComplexTracingAOE(
		TEXT("ts.AOE.EnableComplexTracingAOE"),
		bEnableComplexTracingAOE,
		TEXT("When enabled, allows users to do complex traces by setting bShouldTraceComplex to true.")
	);
}

UTargetingSelectionTask_AOE::UTargetingSelectionTask_AOE(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)

#Loc: <Workspace>/Engine/Plugins/Experimental/GameplayTargetingSystem/Source/GameplayTargetingSystem/Private/Tasks/TargetingSelectionTask_AOE.cpp:400

Scope (from outer to inner):

file
function     void UTargetingSelectionTask_AOE::InitCollisionParams

Source code excerpt:

	}

	OutParams.bTraceComplex = TargetingSystemCVars::bEnableComplexTracingAOE && bTraceComplex;
}

#if WITH_EDITOR
bool UTargetingSelectionTask_AOE::CanEditChange(const FProperty* InProperty) const
{
	bool bCanEdit = Super::CanEditChange(InProperty);