Save and save often
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// Copyright Echo Devgroup
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#include "AbilitySystem/AuraAbilitySystemLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Player/AuraPlayerState.h"
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#include "UI/WidgetController/AuraWidgetController.h"
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#include "UI/HUD/AuraHUD.h"
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UOverlayWidgetController* UAuraAbilitySystemLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetOverlayWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidgetController(
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const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetAttributeMenuWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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