Grant Gameplay Ability Or Effect
Type: Requires external gameplay system
This example uses a complete interactable actor, but the actual GAS grant policy still belongs to your project.
Example
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Data/EDInteractionTypes.h"
#include "MyAbilityConsoleActor.generated.h"
class UAbilitySystemComponent;
class UArrowComponent;
class UEDInteractableComponent;
class UGameplayAbility;
class UGameplayEffect;
class USceneComponent;
class UStaticMeshComponent;
UCLASS()
class AMyAbilityConsoleActor : public AActor
{
GENERATED_BODY()
public:
AMyAbilityConsoleActor();
protected:
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> Root;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> ConsoleMesh;
UPROPERTY(VisibleAnywhere)
TObjectPtr<USceneComponent> WidgetHolder;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UArrowComponent> CenterArrow;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UEDInteractableComponent> InteractableComponent;
UPROPERTY(EditAnywhere, Category = "Ability")
TSubclassOf<UGameplayAbility> GrantedAbility;
UPROPERTY(EditAnywhere, Category = "Ability")
TSubclassOf<UGameplayEffect> InstantGameplayEffect;
UFUNCTION()
void HandleGrantAbility(const FEDInteractionEventContext& Context);
};
#include "MyAbilityConsoleActor.h"
#include "AbilitySystemComponent.h"
#include "Components/ArrowComponent.h"
#include "Components/EDInteractableComponent.h"
#include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Pawn.h"
AMyAbilityConsoleActor::AMyAbilityConsoleActor()
{
Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
SetRootComponent(Root);
ConsoleMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ConsoleMesh"));
ConsoleMesh->SetupAttachment(Root);
ConsoleMesh->ComponentTags.Add(FName(TEXT("DimensionComponent")));
WidgetHolder = CreateDefaultSubobject<USceneComponent>(TEXT("WidgetHolder"));
WidgetHolder->SetupAttachment(Root);
WidgetHolder->SetRelativeLocation(FVector(0.f, 0.f, 80.f));
WidgetHolder->ComponentTags.Add(FName(TEXT("WidgetHolderComponent")));
CenterArrow = CreateDefaultSubobject<UArrowComponent>(TEXT("CenterArrow"));
CenterArrow->SetupAttachment(ConsoleMesh);
CenterArrow->ComponentTags.Add(FName(TEXT("CenterComponent")));
InteractableComponent = CreateDefaultSubobject<UEDInteractableComponent>(TEXT("InteractableComponent"));
}
void AMyAbilityConsoleActor::BeginPlay()
{
Super::BeginPlay();
InteractableComponent->OnInteractionSuccessful.AddDynamic(this, &AMyAbilityConsoleActor::HandleGrantAbility);
}
void AMyAbilityConsoleActor::HandleGrantAbility(const FEDInteractionEventContext& Context)
{
APawn* InstigatorPawn = Context.Instigator ? Context.Instigator->GetPawn() : nullptr;
if (!InstigatorPawn)
{
return;
}
UAbilitySystemComponent* ASC = InstigatorPawn->FindComponentByClass<UAbilitySystemComponent>();
if (!ASC)
{
return;
}
// Project-specific policy starts here. EDInteractionSystem does not manage GAS ownership rules.
if (GrantedAbility)
{
ASC->GiveAbility(FGameplayAbilitySpec(GrantedAbility, 1, INDEX_NONE, this));
}
if (InstantGameplayEffect)
{
FGameplayEffectContextHandle EffectContext = ASC->MakeEffectContext();
EffectContext.AddSourceObject(this);
const FGameplayEffectSpecHandle SpecHandle = ASC->MakeOutgoingSpec(InstantGameplayEffect, 1.f, EffectContext);
if (SpecHandle.IsValid())
{
ASC->ApplyGameplayEffectSpecToSelf(*SpecHandle.Data.Get());
}
}
}
External dependency note
- GAS APIs are real Unreal APIs.
- The choice of what to grant, when to grant it, and whether it should stack is still project logic.