59. Message Widget
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Project/Content/Core/AbilitySystem/GE_PotionHealth.uasset
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Project/Content/Core/AbilitySystem/GE_PotionHealth.uasset
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Project/Content/Core/Pickups/BP_HealthPotion_RawEffect.uasset
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Project/Content/Core/Pickups/BP_HealthPotion_RawEffect.uasset
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Project/Content/Core/Pickups/BP_ManaPotion_RawEffect.uasset
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Project/Content/Core/Pickups/BP_ManaPotion_RawEffect.uasset
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Project/Content/Core/Tables/DT_TaggedMessages.uasset
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Project/Content/Core/Tables/DT_TaggedMessages.uasset
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Project/Content/UI/BP_HostWidgetController.uasset
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Project/Content/UI/BP_HostWidgetController.uasset
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Project/Content/UI/DT_StyleText_EffectMessage.uasset
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Project/Content/UI/DT_StyleText_EffectMessage.uasset
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Project/Content/UI/RTD_Default.uasset
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Project/Content/UI/RTD_Default.uasset
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Project/Content/UI/UI_EffectMessage.uasset
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Project/Content/UI/UI_EffectMessage.uasset
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Project/Content/UI/UI_Host.uasset
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Project/Content/UI/UI_Host.uasset
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@ -0,0 +1,6 @@
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{
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"ColumnWidths":
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{
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"TextStyle": 1099
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}
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}
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@ -14,11 +14,14 @@ using namespace Gasa;
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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{
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{
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if ( ! OnGameplayEffectAppliedDelegateToSelf.IsBoundToObject(this))
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OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
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}
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}
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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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FActiveGameplayEffectHandle ActiveEffect)
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FActiveGameplayEffectHandle ActiveEffect)
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{
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{
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Log("EFFECT APPLIED?");
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FGameplayTagContainer Tags;
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FGameplayTagContainer Tags;
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Spec.GetAllAssetTags(Tags);
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Spec.GetAllAssetTags(Tags);
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Event_OnEffectAppliedAssetTags.Broadcast(Tags);
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Event_OnEffectAppliedAssetTags.Broadcast(Tags);
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@ -27,6 +30,4 @@ void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySyste
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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{
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{
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Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
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Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
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OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
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}
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}
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@ -17,7 +17,6 @@ public:
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FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
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FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
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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.
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void OnAbilityActorInfoSet();
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void OnAbilityActorInfoSet();
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void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
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void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
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@ -158,7 +158,9 @@ void AGasaCharacter::PossessedBy(AController* NewController)
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#if 0
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#if 0
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if (bAutoAbilitySystem)
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if (bAutoAbilitySystem)
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{
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AbilitySystem->InitAbilityActorInfo(this, this);
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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#endif
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#endif
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}
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}
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@ -181,7 +183,10 @@ void AGasaCharacter::BeginPlay()
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// TODO(Ed): Find out if this is the best spot todo this
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// TODO(Ed): Find out if this is the best spot todo this
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// There is also OnPossessed, PostInitializeComponents, etc...
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// There is also OnPossessed, PostInitializeComponents, etc...
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if (bAutoAbilitySystem)
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if (bAutoAbilitySystem)
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{
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AbilitySystem->InitAbilityActorInfo(this, this);
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AbilitySystem->InitAbilityActorInfo(this, this);
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Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet();
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}
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}
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}
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void AGasaCharacter::Tick(float DeltaSeconds)
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void AGasaCharacter::Tick(float DeltaSeconds)
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@ -232,8 +232,7 @@ void AGasaGameMode::HandleSeamlessTravelPlayer(AController*& Controller)
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void AGasaGameMode::InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer)
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void AGasaGameMode::InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer)
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{
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{
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// Super::InitializeHUDForPlayer_Implementation(NewPlayer);
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Super::InitializeHUDForPlayer_Implementation(NewPlayer);
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NewPlayer->ClientSetHUD(HUDClass);
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}
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}
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void AGasaGameMode::InitSeamlessTravelPlayer(AController* NewController)
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void AGasaGameMode::InitSeamlessTravelPlayer(AController* NewController)
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@ -19,6 +19,7 @@
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#include "GasaGameInstance.h"
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#include "GasaGameInstance.h"
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#include "GasaGameState.h"
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#include "GasaGameState.h"
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#include "GasaPlayerState.h"
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#include "GasaPlayerState.h"
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#include "AbilitySystem/GasaAbilitySystemComponent.h"
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#include "Actors/CameraMount.h"
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#include "Actors/CameraMount.h"
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#include "UI/GasaHUD.h"
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#include "UI/GasaHUD.h"
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#include "UI/WidgetController.h"
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#include "UI/WidgetController.h"
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@ -75,7 +76,8 @@ void AGasaPlayerController::NetOwner_OnReady()
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{
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{
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PlayerChar->AbilitySystem = PS->AbilitySystem;
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PlayerChar->AbilitySystem = PS->AbilitySystem;
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PlayerChar->Attributes = PS->Attributes;
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PlayerChar->Attributes = PS->Attributes;
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PlayerChar->AbilitySystem->InitAbilityActorInfo(PS, this);
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PS->AbilitySystem->InitAbilityActorInfo(PS, PlayerChar);
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Cast<UGasaAbilitySystemComp>(PS->AbilitySystem)->OnAbilityActorInfoSet();
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}
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}
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Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
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Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
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}
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}
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@ -14,8 +14,6 @@ void AGasaHUD::InitHostWidget(FWidgetControllerData const* WidgetControllerData)
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HostWidgetController = NewObject<UHostWidgetController>(this, GetDevOptions()->Template_HostWidgetController.Get());
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HostWidgetController = NewObject<UHostWidgetController>(this, GetDevOptions()->Template_HostWidgetController.Get());
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HostWidgetController->Data = (* WidgetControllerData);
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HostWidgetController->Data = (* WidgetControllerData);
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HostWidget->SetWidgetController(HostWidgetController);
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HostWidget->SetWidgetController(HostWidgetController);
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HostWidgetController->BindCallbacksToDependencies();
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HostWidgetController->BroadcastInitialValues();
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HostWidgetController->BroadcastInitialValues();
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HostWidget->AddToViewport();
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HostWidget->AddToViewport();
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}
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}
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