#pragma once #include "AbilitySystemComponent.h" #include "GasaCommon.h" #include "GasaAbilitySystemComponent.generated.h" UCLASS(BlueprintType) class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent { GENERATED_BODY() public: // TODO(Ed): If hes only using this to bind the EffectApplied to a delegate, then just use the init override instead. void OnAbilityActorInfoSet(); void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect); #pragma region AbilitySystemComponent void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override; #pragma endregion AbilitySystemComponent };