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Polymorphic handle to filter structure that handles checking if actors should be targeted
| Name | FGameplayTargetDataFilterHandle |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbilityTargetDataFilter.h |
| Include Path | #include "Abilities/GameplayAbilityTargetDataFilter.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayTargetDataFilterHandle
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Filter | TSharedPtr< FGameplayTargetDataFilter > | Abilities/GameplayAbilityTargetDataFilter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool FilterPassesForActor
(
const AActor* ActorToBeFiltered |
Returns true if the actor passes the filter and will be targeted | Abilities/GameplayAbilityTargetDataFilter.h | |
bool FilterPassesForActor
(
const TWeakObjectPtr< AActor > ActorToBeFiltered |
Abilities/GameplayAbilityTargetDataFilter.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator()
(
const TWeakObjectPtr< AActor > ActorToBeFiltered |
Abilities/GameplayAbilityTargetDataFilter.h | ||
bool operator()
(
const AActor* ActorToBeFiltered |
Abilities/GameplayAbilityTargetDataFilter.h |