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class UInputAction; DECLARE_LOG_CATEGORY_EXTERN(LogGameplayAbility, Log, All); UCLASS() class DANDELION_API UDandelionGameplayAbility : public UGameplayAbility { GENERATED_BODY() public: template <class T> T* TryCastAvatarActorFromActorInfo() const { return Cast<T>(GetAvatarActorFromActorInfo()); } virtual void RestartAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const bool bReplicateRestartAbility, bool bCancelAbility, bool bAllowRemoteActivation ); UFUNCTION( BlueprintCallable, Category = Ability, DisplayName = "RestartAbility", meta=(ScriptName = "RestartAbility") ) virtual void K2_RestartAbility( const bool bReplicateRestartAbility, const bool bCancelAbility, const bool bAllowRemoteActivation ); virtual bool CanRestartAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo& ActivationInfo ); virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override; virtual void ActivateAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData ) override; virtual bool CommitAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr ) override; virtual void EndAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled ) override; virtual void CancelAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility ) override; private: static AActor* GetASCOwnerActor(const FGameplayAbilityActorInfo* ActorInfo); };