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| #include "GameFeatureAction_AddAbilities.h"
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| #include "Engine/GameInstance.h"
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| #include "Components/GameFrameworkComponentManager.h"
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| #include "AbilitySystem/LyraAbilitySystemComponent.h"
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| #include "Engine/World.h"
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| #include "Player/LyraPlayerState.h"
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| #include "GameFeatures/GameFeatureAction_WorldActionBase.h"
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| #if WITH_EDITOR
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| #include "Misc/DataValidation.h"
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| #endif
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(GameFeatureAction_AddAbilities)
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| #define LOCTEXT_NAMESPACE "GameFeatures"
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| void UGameFeatureAction_AddAbilities::OnGameFeatureActivating(FGameFeatureActivatingContext& Context)
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| {
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| FPerContextData& ActiveData = ContextData.FindOrAdd(Context);
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|
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| if (!ensureAlways(ActiveData.ActiveExtensions.IsEmpty()) ||
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| !ensureAlways(ActiveData.ComponentRequests.IsEmpty()))
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| {
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| Reset(ActiveData);
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| }
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| Super::OnGameFeatureActivating(Context);
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| }
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| void UGameFeatureAction_AddAbilities::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context)
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| {
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| Super::OnGameFeatureDeactivating(Context);
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| FPerContextData* ActiveData = ContextData.Find(Context);
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| if (ensure(ActiveData))
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| {
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| Reset(*ActiveData);
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| }
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| }
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| #if WITH_EDITOR
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| EDataValidationResult UGameFeatureAction_AddAbilities::IsDataValid(FDataValidationContext& Context) const
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| {
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| EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid);
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| int32 EntryIndex = 0;
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| for (const FGameFeatureAbilitiesEntry& Entry : AbilitiesList)
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| {
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| if (Entry.ActorClass.IsNull())
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| {
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| Result = EDataValidationResult::Invalid;
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| Context.AddError(FText::Format(LOCTEXT("EntryHasNullActor", "Null ActorClass at index {0} in AbilitiesList"), FText::AsNumber(EntryIndex)));
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| }
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| if (Entry.GrantedAbilities.IsEmpty() && Entry.GrantedAttributes.IsEmpty() && Entry.GrantedAbilitySets.IsEmpty())
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| {
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| Result = EDataValidationResult::Invalid;
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| Context.AddError(FText::Format(LOCTEXT("EntryHasNoAddOns", "Index {0} in AbilitiesList will do nothing (no granted abilities, attributes, or ability sets)"), FText::AsNumber(EntryIndex)));
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| }
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| int32 AbilityIndex = 0;
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| for (const FLyraAbilityGrant& Ability : Entry.GrantedAbilities)
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| {
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| if (Ability.AbilityType.IsNull())
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| {
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| Result = EDataValidationResult::Invalid;
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| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAbility", "Null AbilityType at index {0} in AbilitiesList[{1}].GrantedAbilities"), FText::AsNumber(AbilityIndex), FText::AsNumber(EntryIndex)));
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| }
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| ++AbilityIndex;
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| }
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| int32 AttributesIndex = 0;
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| for (const FLyraAttributeSetGrant& Attributes : Entry.GrantedAttributes)
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| {
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| if (Attributes.AttributeSetType.IsNull())
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| {
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| Result = EDataValidationResult::Invalid;
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| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAttributeSet", "Null AttributeSetType at index {0} in AbilitiesList[{1}].GrantedAttributes"), FText::AsNumber(AttributesIndex), FText::AsNumber(EntryIndex)));
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| }
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| ++AttributesIndex;
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| }
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| int32 AttributeSetIndex = 0;
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| for (const TSoftObjectPtr<const ULyraAbilitySet>& AttributeSetPtr : Entry.GrantedAbilitySets)
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| {
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| if (AttributeSetPtr.IsNull())
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| {
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| Result = EDataValidationResult::Invalid;
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| Context.AddError(FText::Format(LOCTEXT("EntryHasNullAttributeSet", "Null AbilitySet at index {0} in AbilitiesList[{1}].GrantedAbilitySets"), FText::AsNumber(AttributeSetIndex), FText::AsNumber(EntryIndex)));
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| }
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| ++AttributeSetIndex;
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| }
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| ++EntryIndex;
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| }
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| return Result;
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| return EDataValidationResult::NotValidated;
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| }
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| #endif
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| void UGameFeatureAction_AddAbilities::AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext)
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| {
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| UWorld* World = WorldContext.World();
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| UGameInstance* GameInstance = WorldContext.OwningGameInstance;
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| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext);
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| if ((GameInstance != nullptr) && (World != nullptr) && World->IsGameWorld())
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| {
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| if (UGameFrameworkComponentManager* ComponentMan = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance))
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| {
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| int32 EntryIndex = 0;
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| for (const FGameFeatureAbilitiesEntry& Entry : AbilitiesList)
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| {
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| if (!Entry.ActorClass.IsNull())
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| {
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| UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(
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| this, &UGameFeatureAction_AddAbilities::HandleActorExtension, EntryIndex, ChangeContext);
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| TSharedPtr<FComponentRequestHandle> ExtensionRequestHandle = ComponentMan->AddExtensionHandler(Entry.ActorClass, AddAbilitiesDelegate);
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| ActiveData.ComponentRequests.Add(ExtensionRequestHandle);
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| EntryIndex++;
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| }
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| }
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| }
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| }
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| }
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| void UGameFeatureAction_AddAbilities::Reset(FPerContextData& ActiveData)
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| {
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| while (!ActiveData.ActiveExtensions.IsEmpty())
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| {
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| auto ExtensionIt = ActiveData.ActiveExtensions.CreateIterator();
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| RemoveActorAbilities(ExtensionIt->Key, ActiveData);
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| }
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| ActiveData.ComponentRequests.Empty();
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| }
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| void UGameFeatureAction_AddAbilities::HandleActorExtension(AActor* Actor, FName EventName, int32 EntryIndex, FGameFeatureStateChangeContext ChangeContext)
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| {
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| FPerContextData* ActiveData = ContextData.Find(ChangeContext);
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| if (AbilitiesList.IsValidIndex(EntryIndex) && ActiveData)
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| {
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| const FGameFeatureAbilitiesEntry& Entry = AbilitiesList[EntryIndex];
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| if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved))
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| {
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| RemoveActorAbilities(Actor, *ActiveData);
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| }
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| else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ALyraPlayerState::NAME_LyraAbilityReady))
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| {
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| AddActorAbilities(Actor, Entry, *ActiveData);
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| }
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| }
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| }
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| void UGameFeatureAction_AddAbilities::AddActorAbilities(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData)
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| {
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| check(Actor);
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| if (!Actor->HasAuthority())
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| {
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| return;
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| }
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| if (ActiveData.ActiveExtensions.Find(Actor) != nullptr)
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| {
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| return;
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| }
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| if (UAbilitySystemComponent* AbilitySystemComponent = FindOrAddComponentForActor<UAbilitySystemComponent>(Actor, AbilitiesEntry, ActiveData))
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| {
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| FActorExtensions AddedExtensions;
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| AddedExtensions.Abilities.Reserve(AbilitiesEntry.GrantedAbilities.Num());
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| AddedExtensions.Attributes.Reserve(AbilitiesEntry.GrantedAttributes.Num());
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| AddedExtensions.AbilitySetHandles.Reserve(AbilitiesEntry.GrantedAbilitySets.Num());
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| for (const FLyraAbilityGrant& Ability : AbilitiesEntry.GrantedAbilities)
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| {
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| if (!Ability.AbilityType.IsNull())
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| {
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| FGameplayAbilitySpec NewAbilitySpec(Ability.AbilityType.LoadSynchronous());
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| FGameplayAbilitySpecHandle AbilityHandle = AbilitySystemComponent->GiveAbility(NewAbilitySpec);
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| AddedExtensions.Abilities.Add(AbilityHandle);
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| }
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| }
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| for (const FLyraAttributeSetGrant& Attributes : AbilitiesEntry.GrantedAttributes)
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| {
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| if (!Attributes.AttributeSetType.IsNull())
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| {
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| TSubclassOf<UAttributeSet> SetType = Attributes.AttributeSetType.LoadSynchronous();
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| if (SetType)
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| {
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| UAttributeSet* NewSet = NewObject<UAttributeSet>(AbilitySystemComponent->GetOwner(), SetType);
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| if (!Attributes.InitializationData.IsNull())
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| {
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| UDataTable* InitData = Attributes.InitializationData.LoadSynchronous();
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| if (InitData)
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| {
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| NewSet->InitFromMetaDataTable(InitData);
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| }
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| }
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| AddedExtensions.Attributes.Add(NewSet);
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| AbilitySystemComponent->AddAttributeSetSubobject(NewSet);
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| }
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| }
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| }
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| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(AbilitySystemComponent);
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| for (const TSoftObjectPtr<const ULyraAbilitySet>& SetPtr : AbilitiesEntry.GrantedAbilitySets)
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| {
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| if (const ULyraAbilitySet* Set = SetPtr.Get())
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| {
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| Set->GiveToAbilitySystem(LyraASC, &AddedExtensions.AbilitySetHandles.AddDefaulted_GetRef());
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| }
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| }
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| ActiveData.ActiveExtensions.Add(Actor, AddedExtensions);
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| }
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| else
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| {
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| UE_LOG(LogGameFeatures, Error, TEXT("Failed to find/add an ability component to '%s'. Abilities will not be granted."), *Actor->GetPathName());
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| }
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| }
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| void UGameFeatureAction_AddAbilities::RemoveActorAbilities(AActor* Actor, FPerContextData& ActiveData)
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| {
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| if (FActorExtensions* ActorExtensions = ActiveData.ActiveExtensions.Find(Actor))
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| {
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| if (UAbilitySystemComponent* AbilitySystemComponent = Actor->FindComponentByClass<UAbilitySystemComponent>())
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| {
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| for (UAttributeSet* AttribSetInstance : ActorExtensions->Attributes)
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| {
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| AbilitySystemComponent->RemoveSpawnedAttribute(AttribSetInstance);
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| }
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| for (FGameplayAbilitySpecHandle AbilityHandle : ActorExtensions->Abilities)
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| {
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| AbilitySystemComponent->SetRemoveAbilityOnEnd(AbilityHandle);
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| }
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| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(AbilitySystemComponent);
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| for (FLyraAbilitySet_GrantedHandles& SetHandle : ActorExtensions->AbilitySetHandles)
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| {
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| SetHandle.TakeFromAbilitySystem(LyraASC);
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| }
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| }
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| ActiveData.ActiveExtensions.Remove(Actor);
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| }
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| }
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| UActorComponent* UGameFeatureAction_AddAbilities::FindOrAddComponentForActor(UClass* ComponentType, AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData)
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| {
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| UActorComponent* Component = Actor->FindComponentByClass(ComponentType);
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| bool bMakeComponentRequest = (Component == nullptr);
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| if (Component)
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| {
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| if (Component->CreationMethod == EComponentCreationMethod::Native)
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| {
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| UObject* ComponentArchetype = Component->GetArchetype();
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| bMakeComponentRequest = ComponentArchetype->HasAnyFlags(RF_ClassDefaultObject);
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| }
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| }
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| if (bMakeComponentRequest)
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| {
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| UWorld* World = Actor->GetWorld();
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| UGameInstance* GameInstance = World->GetGameInstance();
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| if (UGameFrameworkComponentManager* ComponentMan = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance))
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| {
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| TSharedPtr<FComponentRequestHandle> RequestHandle = ComponentMan->AddComponentRequest(AbilitiesEntry.ActorClass, ComponentType);
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| ActiveData.ComponentRequests.Add(RequestHandle);
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| }
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| if (!Component)
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| {
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| Component = Actor->FindComponentByClass(ComponentType);
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| ensureAlways(Component);
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| }
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| }
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| return Component;
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| }
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| #undef LOCTEXT_NAMESPACE
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