Course 90.
Created native gameplay tags.
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@@ -33,7 +33,8 @@ void AAuraCharacterBase::ApplyEffectToSelf(TSubclassOf<UGameplayEffect> Gameplay
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{
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check(IsValid(GetAbilitySystemComponent()));
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check(GameplayEffectClass);
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const FGameplayEffectContextHandle ContextHandle = GetAbilitySystemComponent()->MakeEffectContext();
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FGameplayEffectContextHandle ContextHandle = GetAbilitySystemComponent()->MakeEffectContext();
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ContextHandle.AddSourceObject(this);
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const FGameplayEffectSpecHandle SpecHandle = GetAbilitySystemComponent()->MakeOutgoingSpec(GameplayEffectClass,Level, ContextHandle);
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GetAbilitySystemComponent()->ApplyGameplayEffectSpecToTarget(*SpecHandle.Data.Get(), GetAbilitySystemComponent());
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@@ -43,6 +44,7 @@ void AAuraCharacterBase::InitializeDefaultAttributes() const
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{
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ApplyEffectToSelf(DefaultPrimaryAttributes,1.f);
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ApplyEffectToSelf(DefaultSecondaryAttributes, 1.f);
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ApplyEffectToSelf(DefaultVitalAttributes, 1.f);
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}
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