unreal.GameplayAbilityTargetDataHandle
¶
- class unreal.GameplayAbilityTargetDataHandle¶
Bases:
StructBase
- 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
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayAbilityTargetTypes.h