15 UPROPERTY(EditAnywhere, Category =
"Context")
16 TObjectPtr<AActor> TargetActor =
nullptr;
18 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (Categories = "Character.Action.Enemy"))
19 FGameplayTag AbilityTag = FGameplayTag::EmptyTag;
21 UPROPERTY(EditAnywhere, Category = "Parameter")
22 uint8 bInvert : 1 = false;
25USTRUCT(BlueprintType, meta = (DisplayName = "Can Activate Ability By Tag", Category = "AI Condition"))