fix a bug with restarting, clean up some stuff, fix a playlist specific bug, add hold pickup to swap, fix shadow stones and stuff spawn height, code consistency, fix bugs with dropping
This commit is contained in:
Milxnor
2023-04-30 12:15:29 -04:00
parent 891f45f469
commit 18f92ccf52
24 changed files with 401 additions and 236 deletions

View File

@@ -48,22 +48,8 @@ public:
return this->GetPtr<TArray<FGameplayEffectApplicationInfoHard>>(GrantedGameplayEffectsOffset);
}
void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
void ApplyGrantedGameplayAffectsToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent)
{
auto GameplayAbilities = GetGameplayAbilities();
for (int i = 0; i < GameplayAbilities->Num(); i++)
{
UClass* AbilityClass = GameplayAbilities->At(i);
if (!AbilityClass)
continue;
LOG_INFO(LogDev, "Giving AbilityClass {}", AbilityClass->GetFullName());
AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
}
if (!FGameplayEffectApplicationInfoHard::GetStruct())
return;
@@ -86,6 +72,25 @@ public:
}
}
void GiveToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent, UObject* SourceObject = nullptr)
{
auto GameplayAbilities = GetGameplayAbilities();
for (int i = 0; i < GameplayAbilities->Num(); i++)
{
UClass* AbilityClass = GameplayAbilities->At(i);
if (!AbilityClass)
continue;
LOG_INFO(LogDev, "Giving AbilityClass {}", AbilityClass->GetFullName());
AbilitySystemComponent->GiveAbilityEasy(AbilityClass, SourceObject);
}
ApplyGrantedGameplayAffectsToAbilitySystem(AbilitySystemComponent);
}
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortAbilitySet");