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Simple actor target filter, games can subclass this
| Name | FGameplayTargetDataFilter |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetDataFilter.h |
| Include Path | #include "Abilities/GameplayAbilityTargetDataFilter.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayTargetDataFilter
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGameplayTargetDataFilter() |
Abilities/GameplayAbilityTargetDataFilter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bReverseFilter | bool | Reverses the meaning of the filter, so it will exclude all actors that pass. | Abilities/GameplayAbilityTargetDataFilter.h |
|
| RequiredActorClass | TSubclassOf< AActor > | Subclass actors must be to pass the filter. | Abilities/GameplayAbilityTargetDataFilter.h |
|
| SelfActor | TObjectPtr< AActor > | Actor we're comparing against. | Abilities/GameplayAbilityTargetDataFilter.h | |
| SelfFilter | TEnumAsByte< ETargetDataFilterSelf::Type > | Filter based on whether or not this actor is "self." | Abilities/GameplayAbilityTargetDataFilter.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool FilterPassesForActor
(
const AActor* ActorToBeFiltered |
Returns true if the actor passes the filter and will be targeted | Abilities/GameplayAbilityTargetDataFilter.h | |
void InitializeFilterContext
(
AActor* FilterActor |
Initializes SelfActor | Abilities/GameplayAbilityTargetDataFilter.h |