53. Gameplay Effect Delegates

This commit is contained in:
2024-04-25 12:46:26 -04:00
parent 901ef9460b
commit 72f8b9ca58
3 changed files with 33 additions and 9 deletions

View File

@ -155,12 +155,11 @@ void AGasaCharacter::PossessedBy(AController* NewController)
if (GetMesh() && IsReplicatingMovement() && (GetRemoteRole() == ROLE_AutonomousProxy && GetNetConnection() != nullptr))
GetMesh()->bOnlyAllowAutonomousTickPose = true;
}
#if 0
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
}
#endif
}
void AGasaCharacter::SetPlayerDefaults()
@ -179,11 +178,10 @@ void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
// TODO(Ed): Find out if this is the best spot todo this
// There is also OnPossessed, PostInitializeComponents, etc...
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
}
}
void AGasaCharacter::Tick(float DeltaSeconds)