Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetDataFilter.h |
Include |
#include "Abilities/GameplayAbilityTargetDataFilter.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FGameplayTargetDataFilter
Simple actor target filter, games can subclass this
Name | Description | ||
---|---|---|---|
|
bReverseFilter |
Reverses the meaning of the filter, so it will exclude all actors that pass. |
|
|
TSubclassOf< AA... |
RequiredActorClass |
Subclass actors must be to pass the filter. |
|
AActor * |
SelfActor |
Actor we're comparing against. |
|
TEnumAsByte< ET... |
SelfFilter |
Filter based on whether or not this actor is "self." |
Name | Description | |
---|---|---|
|
~FGameplayTargetDataFilter() |
Name | Description | ||
---|---|---|---|
|
FilterPassesForActor ( |
Returns true if the actor passes the filter and will be targeted |
|
|
InitializeFilterContext ( |
Initializes SelfActor |