class unreal.GameplayAbilityTargetDataHandle

Bases: unreal.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