#include "GasaAbilitySystemComponent.h" #include "Engine/Engine.h" void UGasaAbilitySystemComp::OnAbilityActorInfoSet() { } void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect) { GEngine->AddOnScreenDebugMessage(1, 8.f, FColor::Yellow, FString("Effect applied")); } void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) { Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor); OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied); }