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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetTypes.h |
Include |
#include "Abilities/GameplayAbilityTargetTypes.h" |
USTRUCT(BlueprintType)
struct FGameplayAbilityTargetDataHandle
Handle for Targeting Data. This servers two main purposes: -Avoid us having to copy around the full targeting data structure in Blueprints -Allows us to leverage polymorphism in the target data structure -Allows us to implement NetSerialize and replicate by value between clients/server
-Avoid using UObjects could be used to give us polymorphism and by reference passing in blueprints. -However we would still be screwed when it came to replication
-Replication by value -Pass by reference in blueprints -Polymophism in TargetData structure
Name | Description | ||
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Add ( |
Adds a new target data to handle, it must have been created with new |
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Append ( |
Does a shallow copy of target data from one handle to another |
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Clear() |
Resets handle to have no targets |
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const FGamep... |
Get ( |
Returns data at index, or nullptr if invalid |
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FGameplayAbi... |
Get ( |
Returns data at index, or nullptr if invalid |
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IsValid ( |
Returns true if there are any valid targets |
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NetSerialize ( |
Serialize for networking, handles polymorphism |
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Num() |
Returns number of target data, not number of actors/targets as target data may contain multiple actors |
Name | Description | ||
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operator!= ( |
Comparison operator |
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FGameplayAbi... |
operator= ( |
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FGameplayAbi... |
operator= ( |
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operator== ( |
Comparison operator |