diff --git a/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp b/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp index 61bc230..61970d8 100644 --- a/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp +++ b/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp @@ -10,9 +10,9 @@ AModularAbilityPlayerState::AModularAbilityPlayerState(const FObjectInitializer& { } -UModularAbilitySystemComponent* AModularAbilityPlayerState::GetAbilitySystemComponent() const +UAbilitySystemComponent* AModularAbilityPlayerState::GetAbilitySystemComponent() const { - return GetModularAbilitySystemComponent(); + return ModularAbilitySystemComponent; } void AModularAbilityPlayerState::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const diff --git a/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h b/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h index 1c51bc8..f2ea5a9 100644 --- a/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h +++ b/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h @@ -1,23 +1,26 @@ #pragma once +#include "AbilitySystemInterface.h" #include "GameplayTagStack.h" -#include "ModularPlayerState.h" #include "ActorComponent/ModularAbilitySystemComponent.h" #include "Player/ModularExperiencePlayerState.h" #include "ModularAbilityPlayerState.generated.h" UCLASS(Config = "Game") -class MODULARGAMEPLAYABILITIES_API AModularAbilityPlayerState : public AModularExperiencePlayerState +class MODULARGAMEPLAYABILITIES_API AModularAbilityPlayerState : public AModularExperiencePlayerState, public IAbilitySystemInterface { GENERATED_BODY() public: AModularAbilityPlayerState(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + //~ Begin IAbilitySystemInterface + virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; + //~ End IAbilitySystemInterface UFUNCTION(BlueprintCallable, Category = "Lyra|PlayerState") UModularAbilitySystemComponent* GetModularAbilitySystemComponent() const { return ModularAbilitySystemComponent; } - virtual UModularAbilitySystemComponent* GetAbilitySystemComponent() const; // Adds a specified number of stacks to the tag (does nothing if StackCount is below 1). UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "ModularAbility")