RSExampleCharacter.cpp
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #include "RSExampleCharacter.h" |
| 4 | |
| 5 | #include "AbilitySystemComponent.h" |
| 6 | #include "Abilities/GameplayAbility.h" |
| 7 | #include "GameFramework/PlayerState.h" |
| 8 | #include "RSAbilitySystemLibrary.h" |
| 9 | |
| 10 | UAbilitySystemComponent* ARSExampleCharacter::GetAbilitySystemComponent() const |
| 11 | { |
| 12 | // Ask the PlayerState, never FindAbilitySystemComponent(this): that checks this |
| 13 | // actor's IAbilitySystemInterface first, which is this function, and recurses. |
| 14 | return URSAbilitySystemLibrary::FindAbilitySystemComponent(GetPlayerState()); |
| 15 | } |
| 16 | |
| 17 | void ARSExampleCharacter::PossessedBy(AController* NewController) |
| 18 | { |
| 19 | Super::PossessedBy(NewController); |
| 20 | |
| 21 | InitAbilityActorInfo(); |
| 22 | GrantStartupAbilities(); |
| 23 | } |
| 24 | |
| 25 | void ARSExampleCharacter::OnRep_PlayerState() |
| 26 | { |
| 27 | Super::OnRep_PlayerState(); |
| 28 | |
| 29 | // Without this, the owning client's ASC has no avatar: predicted abilities |
| 30 | // fail to activate locally, and montages and cues play only on the server. |
| 31 | InitAbilityActorInfo(); |
| 32 | } |
| 33 | |
| 34 | void ARSExampleCharacter::InitAbilityActorInfo() |
| 35 | { |
| 36 | APlayerState* PS = GetPlayerState(); |
| 37 | UAbilitySystemComponent* ASC = PS ? URSAbilitySystemLibrary::FindAbilitySystemComponent(PS) : nullptr; |
| 38 | if (!ASC) |
| 39 | { |
| 40 | return; |
| 41 | } |
| 42 | |
| 43 | // Owner = PlayerState (holds the ASC), Avatar = this pawn (plays montages, has a location). |
| 44 | ASC->InitAbilityActorInfo(PS, this); |
| 45 | } |
| 46 | |
| 47 | void ARSExampleCharacter::GrantStartupAbilities() |
| 48 | { |
| 49 | UAbilitySystemComponent* ASC = GetAbilitySystemComponent(); |
| 50 | if (!ASC || !HasAuthority()) |
| 51 | { |
| 52 | return; |
| 53 | } |
| 54 | |
| 55 | // Grant once per PlayerState, not once per pawn. Respawned pawns reuse the |
| 56 | // same ASC, so granting again would stack duplicate specs. |
| 57 | for (const TSubclassOf<UGameplayAbility>& AbilityClass : StartupAbilities) |
| 58 | { |
| 59 | if (AbilityClass && !ASC->FindAbilitySpecFromClass(AbilityClass)) |
| 60 | { |
| 61 | ASC->GiveAbility(FGameplayAbilitySpec(AbilityClass, 1, INDEX_NONE, this)); |
| 62 | } |
| 63 | } |
| 64 | } |