// Copyright Echo Devgroup #include "AbilitySystem/AuraAbilitySystemComponent.h" #include "AuraGameplayTags.h" void UAuraAbilitySystemComponent::AbilityActorInfoSet() { OnGameplayEffectAppliedDelegateToSelf.AddUObject( this, &UAuraAbilitySystemComponent::EffectApplied); const FAuraGameplayTags& GameplayTags = FAuraGameplayTags::Get(); //GameplayTags.Attributes_Secondary_Armor.ToString(); GEngine->AddOnScreenDebugMessage(-1, 8.f, FColor::Blue, FString::Printf( TEXT("Tag: %s"), *GameplayTags.Attributes_Secondary_Armor.ToString())); } void UAuraAbilitySystemComponent::EffectApplied(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayEffectSpec& EffectSpec, FActiveGameplayEffectHandle ActiveEffectHandle) { //GEngine->AddOnScreenDebugMessage(1,8.f, FColor::Blue,FString("Effect Applied!")); FGameplayTagContainer TagContainer; EffectSpec.GetAllAssetTags(TagContainer); EffectAssetTags.Broadcast(TagContainer); for (const FGameplayTag& Tag : TagContainer) { //TODO: Broadcast the tag to the widget controller //Message for Debugging tags being applied //const FString msg = FString::Printf(TEXT("GE Tag: %s"), *Tag.ToString()); //GEngine->AddOnScreenDebugMessage(-1,8.f, FColor::Blue,msg); } }