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https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg 44. Infinite Effect Application and Removal
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UAbilitySystemComponent* ASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor); | |
if (!IsValid(ASC)) | |
{ | |
return; | |
} | |
// Create a Query to specify the GE to be removed. | |
// Similar to the implementation of UAbilitySystemComponent::RemoveActiveGameplayEffectBySourceEffect, but with additional check by SourceObject. | |
FGameplayEffectQuery Query; | |
UAbilitySystemComponent* InstigatorAbilitySystemComponent = ASC; | |
constexpr int StacksToRemove = 1; | |
Query.CustomMatchDelegate.BindLambda([&](const FActiveGameplayEffect& CurEffect) | |
{ | |
bool bMatches = false; | |
if (CurEffect.Spec.Def && InfiniteGameplayEffectClass == CurEffect.Spec.Def->GetClass()) | |
{ | |
if (InstigatorAbilitySystemComponent) | |
{ | |
const bool bDoesASCEqualToSpec = InstigatorAbilitySystemComponent == CurEffect.Spec.GetEffectContext().GetInstigatorAbilitySystemComponent(); | |
const bool bDoesSourceObjectEqual = this == CurEffect.Spec.GetEffectContext().GetSourceObject(); // additional check by SourceObject. | |
bMatches = bDoesASCEqualToSpec && bDoesSourceObjectEqual; | |
} | |
} | |
return bMatches; | |
}); | |
// Use Query to remove GE from ASC. | |
// UAbilitySystemComponent::GetActiveGameplayEffects returns const, so we are forced to use const_cast. | |
const FActiveGameplayEffectsContainer& ActiveGameplayEffectsContainer= ASC->GetActiveGameplayEffects(); | |
FActiveGameplayEffectsContainer& GEs = const_cast<FActiveGameplayEffectsContainer&>(ActiveGameplayEffectsContainer); | |
GEs.RemoveActiveEffects(Query, StacksToRemove); |
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