FGameplayAbilityTargetDataHandle UAbilitySystemBlueprintLibrary::FilterTargetData(FGameplayAbilityTargetDataHandle TargetDataHandle, FGameplayTargetDataFilterHandle FilterHandle)
{
	FGameplayAbilityTargetDataHandle ReturnDataHandle;
	
	for (int32 i = 0; TargetDataHandle.IsValid(i); ++i)
	{
		FGameplayAbilityTargetData* UnfilteredData = TargetDataHandle.Get(i);
		check(UnfilteredData);
		if (UnfilteredData->GetActors().Num() > 0)
		{
			TArray<TWeakObjectPtr<AActor>> FilteredActors = UnfilteredData->GetActors().FilterByPredicate(FilterHandle);
			if (FilteredActors.Num() > 0)
			{
				//Copy the data first, since we don't understand the internals of it
				UScriptStruct* ScriptStruct = UnfilteredData->GetScriptStruct();
				FGameplayAbilityTargetData* NewData = (FGameplayAbilityTargetData*)FMemory::Malloc(ScriptStruct->GetCppStructOps()->GetSize());
				ScriptStruct->InitializeStruct(NewData);
				ScriptStruct->CopyScriptStruct(NewData, UnfilteredData);
				ReturnDataHandle.Data.Add(TSharedPtr<FGameplayAbilityTargetData>(NewData));
				if (FilteredActors.Num() < UnfilteredData->GetActors().Num())
				{
					//We have lost some, but not all, of our actors, so replace the array. This should only be possible with targeting types that permit actor-array setting.
					if (!NewData->SetActors(FilteredActors))
					{
						//This is an error, though we could ignore it. We somehow filtered out part of a list, but the class doesn't support changing the list, so now it's all or nothing.
						check(false);
					}
				}
			}
		}
	}

	return ReturnDataHandle;
}
bool UAbilitySystemBlueprintLibrary::TargetDataHasActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
	if (TargetData.Data.IsValidIndex(Index))
	{
		FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
		if (Data)
		{
			return (Data->GetActors().Num() > 0);
		}
	}
	return false;
}
bool UAbilitySystemBlueprintLibrary::DoesTargetDataContainActor(FGameplayAbilityTargetDataHandle TargetData, int32 Index, AActor* Actor)
{
	if (TargetData.Data.IsValidIndex(Index))
	{
		FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
		if (Data)
		{
			for (auto DataActorIter : Data->GetActors())
			{
				if (DataActorIter == Actor)
				{
					return true;
				}
			}
		}
	}
	return false;
}
TArray<AActor*> UAbilitySystemBlueprintLibrary::GetActorsFromTargetData(FGameplayAbilityTargetDataHandle TargetData, int32 Index)
{
	if (TargetData.Data.IsValidIndex(Index))
	{
		FGameplayAbilityTargetData* Data = TargetData.Data[Index].Get();
		TArray<AActor*>	ResolvedArray;
		if (Data)
		{
			TArray<TWeakObjectPtr<AActor> > WeakArray = Data->GetActors();
			for (TWeakObjectPtr<AActor> WeakPtr : WeakArray)
			{
				ResolvedArray.Add(WeakPtr.Get());
			}
		}
		return ResolvedArray;
	}
	return TArray<AActor*>();
}