text: ﻿#pragma once
  
  #include "GameplayTagContainer.h"
  #include "Abilities/GameplayAbilityTargetDataFilter.h"
  #include "FtsTagTargetDataFilter.generated.h"
  
  USTRUCT(BlueprintType)
  struct FTSABILITYUTILITIES_API FFtsTagTargetDataFilter : public FGameplayTargetDataFilter
  {
      GENERATED_BODY()
  
  public:
      UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Filter")
      FGameplayTag Tag;
  
      /** Returns true if the actor passes the filter and will be targeted */
      virtual bool FilterPassesForActor(const AActor* ActorToBeFiltered) const override;
  };