54. Get All Asset Tags
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@ -1,6 +1,16 @@
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#include "GasaAbilitySystemComponent.h"
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#include "Engine/Engine.h"
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#include "Engine/GameViewportClient.h"
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#include "Game/GasaGameState.h"
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#include "Game/GasaPlayerController.h"
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#include "GameFramework/HUD.h"
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#include "Slate/SceneViewport.h"
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#include "UI/GasaHUD.h"
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#include "CogDebugDraw.h"
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using namespace Gasa;
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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{
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@ -9,7 +19,14 @@ void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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FActiveGameplayEffectHandle ActiveEffect)
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{
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GEngine->AddOnScreenDebugMessage(1, 8.f, FColor::Yellow, FString("Effect applied"));
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FGameplayTagContainer Tags;
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Spec.GetAllAssetTags(Tags);
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for (FGameplayTag const& Tag : Tags)
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{
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// TODO(Ed): Broadcast the tag to the widget controller
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FString Msg = FString::Printf(TEXT("GE Tag: %s"), * Tag.ToString());
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Log(Msg);
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}
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}
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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