58. Broadcasting Data Table Rows

This commit is contained in:
2024-04-26 20:08:08 -04:00
parent cc0cccc0e5
commit 22385f63bb
15 changed files with 102 additions and 10 deletions

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@ -21,12 +21,7 @@ void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySyste
{
FGameplayTagContainer Tags;
Spec.GetAllAssetTags(Tags);
for (FGameplayTag const& Tag : Tags)
{
// TODO(Ed): Broadcast the tag to the widget controller
FString Msg = FString::Printf(TEXT("GE Tag: %s"), * Tag.ToString());
Log(Msg);
}
Event_OnEffectAppliedAssetTags.Broadcast(Tags);
}
void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)

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@ -1,16 +1,22 @@
#pragma once
#include "AbilitySystemComponent.h"
#include "GasaCommon.h"
#include "GasaAbilitySystemComponent.generated.h"
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
UCLASS(BlueprintType)
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
// TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead.
void OnAbilityActorInfoSet();