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class UDandelionAbilitySet; UCLASS() class DANDELION_API ADandelionPlayerState : public APlayerState, public IAbilitySystemInterface { GENERATED_BODY() public: virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; ADandelionPlayerState(); void InitAbilitySystem() const; private: UPROPERTY(BlueprintReadOnly, meta=(AllowPrivateAccess)) TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AbilitySystem", meta = (AllowPrivateAccess = "true")) TSet<TObjectPtr<UDandelionAbilitySet>> DefaultGameplayAbilitySets; };