54. Get All Asset Tags

This commit is contained in:
2024-04-26 18:23:13 -04:00
parent c4e40037ed
commit e8fb014d29
12 changed files with 57 additions and 164 deletions

View File

@ -1,6 +1,16 @@
#include "GasaAbilitySystemComponent.h"
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Game/GasaGameState.h"
#include "Game/GasaPlayerController.h"
#include "GameFramework/HUD.h"
#include "Slate/SceneViewport.h"
#include "UI/GasaHUD.h"
#include "CogDebugDraw.h"
using namespace Gasa;
void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
{
@ -9,7 +19,14 @@ void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
FActiveGameplayEffectHandle ActiveEffect)
{
GEngine->AddOnScreenDebugMessage(1, 8.f, FColor::Yellow, FString("Effect applied"));
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);
}
}
void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)