FGameplayTargetDataFilter

Simple actor target filter, games can subclass this

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetDataFilter.h

Include

#include "Abilities/GameplayAbilityTargetDataFilter.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FGameplayTargetDataFilter

Remarks

Simple actor target filter, games can subclass this

Variables

Name Description

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

bool

 

bReverseFilter

Reverses the meaning of the filter, so it will exclude all actors that pass.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TSubclassOf< AA...

 

RequiredActorClass

Subclass actors must be to pass the filter.

Public variable UProperty

AActor *

 

SelfActor

Actor we're comparing against.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

TEnumAsByte< ET...

 

SelfFilter

Filter based on whether or not this actor is "self."

Destructors

Name Description

Public function Virtual

~FGameplayTargetDataFilter()

Functions

Name Description

Public function Virtual Const

bool

 

FilterPassesForActor

(
    const AActor* ActorToBeFiltere...
)

Returns true if the actor passes the filter and will be targeted

Public function

void

 

InitializeFilterContext

(
    AActor* FilterActor
)

Initializes SelfActor

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