GASATHON/Project/Source/Gasa/AbilitySystem/GasaAbilitySystemComponent.h

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#pragma once
#include "AbilitySystemComponent.h"
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#include "GasaCommon.h"
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#include "GasaAbilitySystemComponent.generated.h"
UCLASS(BlueprintType)
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
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// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
void OnAbilityActorInfoSet();
void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
#pragma region AbilitySystemComponent
void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
#pragma endregion AbilitySystemComponent
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};