#include <Condition_HasGASTag.h>
◆ FInstanceDataType
◆ FCondition_HasGASTag()
| FCondition_HasGASTag::FCondition_HasGASTag |
( |
| ) |
|
|
default |
◆ GetInstanceDataType()
| virtual const UStruct * FCondition_HasGASTag::GetInstanceDataType |
( |
| ) |
const |
|
inlineoverridevirtual |
33{ return FInstanceDataType::StaticStruct(); }
◆ TestCondition()
| bool FCondition_HasGASTag::TestCondition |
( |
FStateTreeExecutionContext & |
Context | ) |
const |
|
overridevirtual |
11{
13
14 if (!Data.TargetActor)
15 {
16 return false;
17 }
18
19 UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Data.TargetActor);
20 if (!ASC)
21 {
22 return false;
23 }
24
25 bool bHasTag = ASC->HasMatchingGameplayTag(Data.TagToCheck);
26
27 return Data.bInvert ? !bHasTag : bHasTag;
28}
FHasGASTagInstanceData FInstanceDataType
Definition Condition_HasGASTag.h:32
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