#include "CogSampleAbilitySystemComponent.h" #include "AbilitySystemGlobals.h" #include "GameplayCueManager.h" #include "GameplayEffectTypes.h" //-------------------------------------------------------------------------------------------------------------------------- void UCogSampleAbilitySystemComponent::ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const { if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get()) { UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Executed, GameplayCueParameters); } } //-------------------------------------------------------------------------------------------------------------------------- void UCogSampleAbilitySystemComponent::AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const { if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get()) { UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::OnActive, GameplayCueParameters); UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::WhileActive, GameplayCueParameters); } } //-------------------------------------------------------------------------------------------------------------------------- void UCogSampleAbilitySystemComponent::RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const { if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get()) { UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Removed, GameplayCueParameters); } }