58. Broadcasting Data Table Rows
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@ -21,12 +21,7 @@ void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySyste
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{
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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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Event_OnEffectAppliedAssetTags.Broadcast(Tags);
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}
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void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
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@ -1,16 +1,22 @@
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#pragma once
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#include "AbilitySystemComponent.h"
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#include "GasaCommon.h"
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#include "GasaAbilitySystemComponent.generated.h"
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DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
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UCLASS(BlueprintType)
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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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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