/* Sets the object this effect was created from. */ public void AddSourceObject(CUnitEntity NewSourceObject) { if (IsValid()) { //Data->AddSourceObject(NewSourceObject); } }
/* Sets the instigator and effect causer. Instigator is who owns the ability that spawned this, EffectCauser is the actor that is the physical source of the effect, such as a weapon. They can be the same. */ public void AddInstigator(CUnitEntity InInstigator, CUnitEntity InEffectCauser) { if (IsValid()) { //Data->AddInstigator(InInstigator, InEffectCauser); } }
/* Sets the instigator and effect causer. Instigator is who owns the ability that spawned this, EffectCauser is the actor that is the physical source of the effect, such as a weapon. They can be the same. */ public virtual void AddInstigator(CUnitEntity InInstigator, CUnitEntity InEffectCauser) { }
FGameplayEffectContext(CUnitEntity InInstigator, CUnitEntity InEffectCauser) { AddInstigator(InInstigator, InEffectCauser); }
/* Sets the object this effect was created from. */ public virtual void AddSourceObject(CUnitEntity NewSourceObject) { }
public void SetEffectCauser(CUnitEntity InEffectCauser) { EffectCauser = InEffectCauser; }