UE4 C++ 遍历世界中指定接口类型的所有对象

void UMarionettistUtilities::FindMarionettistInScene(TEnumAsByte<EMarionettist> MarionettistName, bool &Error, TScriptInterface<IMarionettistInterface> &Interface)
{
    TArray<AActor*> Actors;
    UGameplayStatics::GetAllActorsWithInterface(GWorld, UMarionettistInterface::StaticClass(), Actors);

    for (auto a : Actors)
    {
        if (!a->Implements<UMarionettistInterface>())
            continue;

        auto ifc = Cast<IMarionettistInterface>(a);
        if (!ifc) continue;
        auto name = ifc->Execute_GetWorldUniqueMarionettistName(Cast<UObject>(a));

        if (name == MarionettistName) {
            if (IsValid(ifc->_getUObject())) {
                Error = false;
                Interface.SetInterface(ifc);
                return;
            }
        }
    }

    Error = true;
}
原文地址:https://www.cnblogs.com/jrmy/p/14316271.html