// Copyright Epic Games, Inc. All Rights Reserved. #include "AbilitySystem/Abilities/LyraGameplayAbility_Reset.h" #include "AbilitySystem/LyraAbilitySystemComponent.h" #include "Character/LyraCharacter.h" #include "GameFramework/GameplayMessageSubsystem.h" #include "LyraGameplayTags.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbility_Reset) ULyraGameplayAbility_Reset::ULyraGameplayAbility_Reset(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerInitiated; if (HasAnyFlags(RF_ClassDefaultObject)) { // Add the ability trigger tag as default to the CDO. FAbilityTriggerData TriggerData; TriggerData.TriggerTag = LyraGameplayTags::GameplayEvent_RequestReset; TriggerData.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; AbilityTriggers.Add(TriggerData); } } void ULyraGameplayAbility_Reset::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) { check(ActorInfo); ULyraAbilitySystemComponent* LyraASC = CastChecked(ActorInfo->AbilitySystemComponent.Get()); FGameplayTagContainer AbilityTypesToIgnore; AbilityTypesToIgnore.AddTag(LyraGameplayTags::Ability_Behavior_SurvivesDeath); // Cancel all abilities and block others from starting. LyraASC->CancelAbilities(nullptr, &AbilityTypesToIgnore, this); SetCanBeCanceled(false); // Execute the reset from the character if (ALyraCharacter* LyraChar = Cast(CurrentActorInfo->AvatarActor.Get())) { LyraChar->Reset(); } // Let others know a reset has occurred FLyraPlayerResetMessage Message; Message.OwnerPlayerState = CurrentActorInfo->OwnerActor.Get(); UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(this); MessageSystem.BroadcastMessage(LyraGameplayTags::GameplayEvent_Reset, Message); Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); const bool bReplicateEndAbility = true; const bool bWasCanceled = false; EndAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo, bReplicateEndAbility, bWasCanceled); }