本文整理汇总了C++中FGameplayAbilityTargetData::SetActors方法的典型用法代码示例。如果您正苦于以下问题:C++ FGameplayAbilityTargetData::SetActors方法的具体用法?C++ FGameplayAbilityTargetData::SetActors怎么用?C++ FGameplayAbilityTargetData::SetActors使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FGameplayAbilityTargetData
的用法示例。
在下文中一共展示了FGameplayAbilityTargetData::SetActors方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
FGameplayAbilityTargetDataHandle UAbilitySystemBlueprintLibrary::FilterTargetData(FGameplayAbilityTargetDataHandle TargetDataHandle, FGameplayTargetDataFilterHandle FilterHandle)
{
FGameplayAbilityTargetDataHandle ReturnDataHandle;
for (int32 i = 0; TargetDataHandle.IsValid(i); ++i)
{
FGameplayAbilityTargetData* UnfilteredData = TargetDataHandle.Get(i);
check(UnfilteredData);
if (UnfilteredData->GetActors().Num() > 0)
{
TArray<TWeakObjectPtr<AActor>> FilteredActors = UnfilteredData->GetActors().FilterByPredicate(FilterHandle);
if (FilteredActors.Num() > 0)
{
//Copy the data first, since we don't understand the internals of it
UScriptStruct* ScriptStruct = UnfilteredData->GetScriptStruct();
FGameplayAbilityTargetData* NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
ScriptStruct->InitializeStruct(NewData);
ScriptStruct->CopyScriptStruct(NewData, UnfilteredData);
ReturnDataHandle.Data.Add(TSharedPtr<FGameplayAbilityTargetData>(NewData));
if (FilteredActors.Num() < UnfilteredData->GetActors().Num())
{
//We have lost some, but not all, of our actors, so replace the array. This should only be possible with targeting types that permit actor-array setting.
if (!NewData->SetActors(FilteredActors))
{
//This is an error, though we could ignore it. We somehow filtered out part of a list, but the class doesn't support changing the list, so now it's all or nothing.
check(false);
}
}
}
}
}
return ReturnDataHandle;
}