void IGameplayCueInterface::HandleGameplayCues(AActor *Self, const FGameplayTagContainer& GameplayCueTags, EGameplayCueEvent::Type EventType, FGameplayCueParameters Parameters) { for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt) { HandleGameplayCue(Self, *TagIt, EventType, Parameters); } }
void UGameplayCueManager::HandleGameplayCues(AActor* TargetActor, const FGameplayTagContainer& GameplayCueTags, EGameplayCueEvent::Type EventType, const FGameplayCueParameters& Parameters) { if (GameplayCueRunOnDedicatedServer == 0 && IsDedicatedServerForGameplayCue()) { return; } for (auto It = GameplayCueTags.CreateConstIterator(); It; ++It) { HandleGameplayCue(TargetActor, *It, EventType, Parameters); } }