59. Message Widget
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@ -14,11 +14,14 @@ using namespace Gasa;
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void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
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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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void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
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FActiveGameplayEffectHandle ActiveEffect)
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{
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Log("EFFECT APPLIED?");
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FGameplayTagContainer Tags;
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Spec.GetAllAssetTags(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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{
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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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@ -17,7 +17,6 @@ public:
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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 EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
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@ -25,4 +24,4 @@ public:
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#pragma region AbilitySystemComponent
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void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
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#pragma endregion AbilitySystemComponent
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};
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};
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