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C++ Interface Iterator

Hi Community,

I need to iterate over objects that Implement certain Interface.

I have seen that there's a solution in blueprints: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/GetAllActorswithInterface/index.html

I'd be great having something like:

 for (TInterfaceIterator<ISavable> SaveActorItr(World); SaveActorItr; ++SaveActorItr)
 {
     FSaveLoadInitClassData InitCD = SaveActorItr->GetSaveLoadInitClassData();
     ToBinary << InitCD;
     ToBinary << **SaveActorItr;
 }

I have seen this solution, from the awesome Rama, but It seems to me that there must be a rather elegant way of doing it.

 IToStringInterface* TheInterface = NULL;
 for ( TObjectIterator<AActor> It; It; ++It )
 {
     //Try InterFaceCasting
     TheInterface = InterfaceCast<IToStringInterface>(*It);
  
     //Run the Event specific to the actor, if the actor has the interface
     if(TheInterface) ClientMessage(TheInterface->ToString());
 }

Any ideas?

Thanks very very much.

Cheers,

Bullyproof

Product Version: UE 4.10
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asked Nov 24 '15 at 03:26 PM in C++ Programming

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Bionic Ape
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1 answer: sort voted first

You can use this blueprint function in C++ too, and so, use UGameplayStatics::GetAllActorsWithInterface to get all the actors using a specific interface. But you still have to cast your interface or use IISavable::Execute_GetSaveLoadInitClassData(actor). But I am not sure if you can get a result with the auto-generated Execute_* functions (didn't try).

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answered Nov 24 '15 at 03:40 PM

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Begounet
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avatar image Bionic Ape Nov 24 '15 at 04:20 PM

Begounet, I forgot to say thanks!

Thanks!

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