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May 28, 2024
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17 changes: 12 additions & 5 deletions Source/GameBaseFramework/Private/Animation/GBFAnimInstance.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,16 @@ void UGBFAnimInstance::InitializeWithAbilitySystem( UAbilitySystemComponent * as
GameplayTagPropertyMap.Initialize( this, asc );
}

UAbilitySystemComponent * UGBFAnimInstance::GetAbilitySystemComponent_Implementation() const
{
if ( const auto * owning_actor = GetOwningActor() )
{
return UAbilitySystemGlobals::GetAbilitySystemComponentFromActor( owning_actor );
}

return nullptr;
}

#if WITH_EDITOR
EDataValidationResult UGBFAnimInstance::IsDataValid( FDataValidationContext & context ) const
{
Expand All @@ -28,11 +38,8 @@ void UGBFAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation();

if ( const auto * owning_actor = GetOwningActor() )
if ( auto * asc = GetAbilitySystemComponent() )
{
if ( auto * asc = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor( owning_actor ) )
{
InitializeWithAbilitySystem( asc );
}
InitializeWithAbilitySystem( asc );
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

#include "Animation/GBFAnimLayerSelectionSet.h"

TSubclassOf<UAnimInstance> UGBFAnimationFunctionLibrary::SelectBestLayerFromAnimLayerSelectionSet( const FGBFAnimLayerSelectionSet & anim_layer_selection_set, const FGameplayTagContainer & cosmetic_tags )
TSubclassOf< UAnimInstance > UGBFAnimationFunctionLibrary::SelectBestLayerFromAnimLayerSelectionSet( const FGBFAnimLayerSelectionSet & anim_layer_selection_set, const FGameplayTagContainer & cosmetic_tags )
{
return anim_layer_selection_set.SelectBestLayer( cosmetic_tags );
}
4 changes: 4 additions & 0 deletions Source/GameBaseFramework/Public/Animation/GBFAnimInstance.h
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,13 @@ class GAMEBASEFRAMEWORK_API UGBFAnimInstance : public UAnimInstance
GENERATED_BODY()

public:
UFUNCTION( BlueprintCallable )
virtual void InitializeWithAbilitySystem( UAbilitySystemComponent * asc );

protected:
UFUNCTION( BlueprintCallable, BlueprintNativeEvent )
UAbilitySystemComponent * GetAbilitySystemComponent() const;

#if WITH_EDITOR
EDataValidationResult IsDataValid( FDataValidationContext & context ) const override;
#endif // WITH_EDITOR
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,6 @@ class GAMEBASEFRAMEWORK_API UGBFAnimationFunctionLibrary final : public UBluepri
GENERATED_BODY()

public:

UFUNCTION( BlueprintCallable )
static TSubclassOf< UAnimInstance > SelectBestLayerFromAnimLayerSelectionSet( const FGBFAnimLayerSelectionSet & anim_layer_selection_set, const FGameplayTagContainer & cosmetic_tags );
};
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