// Copyright Echo Devgroup #pragma once #include "CoreMinimal.h" #include "AbilitySystemComponent.h" #include "AbilitySystem/GameplayAbility/AuraGameplayAbility.h" #include "AuraAbilitySystemComponent.generated.h" DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTags, const FGameplayTagContainer& /*AssetTags*/); /** * */ UCLASS() class AURA_API UAuraAbilitySystemComponent : public UAbilitySystemComponent { GENERATED_BODY() public: void AbilityActorInfoSet(); FEffectAssetTags EffectAssetTags; void AddCharacterAbilities(const TArray>& StartupAbilities); void AbilityInputTagHeld(const FGameplayTag& InputTag); void AbilityInputTagReleased(const FGameplayTag& InputTag); protected: void EffectApplied(UAbilitySystemComponent* AbilitySystemComponent, const FGameplayEffectSpec& EffectSpec, FActiveGameplayEffectHandle ActiveEffectHandle); };