Filters
Filters give Designers an easy way to execute common logic on a list of potential targets and chain together various filters to create more complex rules.
In the example on the left, this series of filters would return only the 2 nearest Characters.
It does this by:
Filtering out all Non-Characters (Note the Negate option, see below).
Sorting all remaining entries from nearest to furthest.
Culling out all but the first two.
Filters are executed IN ORDER, so try to put any "expensive" (i.e. Custom) filters at the end (so they run on a much smaller set of targets).
This filter will remove (or keep) any Actors that do not inherit from the provided class.
Filter Properties
Class
The class to check all Actors against.
Negate
If true, this filter will only keep Actors that inherit from the provided class, rather than exclude them.
This filter doesn't actually filter anything out, but is meant to be arrange the data so that it can be manipulated by other filters. For example, if you only wanted the closest (up to) 3 Actors, you would run this filter and then follow it up with a Max Targets filter set to 3.
Filter Properties
Sort Direction
Ascending
The entities will be sorted nearest to furthest.
Descending
The entities will be sorted furthest to nearest.
This filter limits the number of Actors that can be returned.
Filter Properties
Max Targets
The maximum amount of Actors we can have, anything above this number is discarded.
Filters out the Ability Context Self Actor.
Filters out the Ability Context Instigator Actor
Filters out the Ability Context Owner Actor
This filter will call into the Ability's CustomFilterCondition Blueprint Event for each Actor under consideration. If the event returns false, the Actor is culled.
Filter Properties
Event Name
Optional Name Identifier that is passed in with the call into the Blueprint Event.
Use Async
If true, the system will spread the work of evaluating each actor over multiple cores (if available).