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TG_ARPG/Content/Tengen/BPA/Doge/GA_Doge_F.uasset

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2023-07-21 01:46:37 +08:00
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Blueprint
GA_Doge_FW*BlueprintGeneratedClass GA_Doge_F_Cc*<15>
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Z S i^Z^FZ S i^Z^FZ S <00><00>yiI<00> K4<><34><EFBFBD>3&WG<57><47><EFBFBD><EFBFBD><EFBFBD>&<10><00> K<00> K<00>KiG<00>C\ZbSifQ<00>e<00>P<00><>{<7B>5z+I<>aB%<25><>5<EFBFBD>i ;<3B>R<EFBFBD>4<EFBFBD> D<><44><EFBFBD><EFBFBD>A&<26><> ;<3B>R<EFBFBD>4<EFBFBD> D<><44><EFBFBD><EFBFBD>A&<26><>B<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
gbL<62>Aii<00>!Q<><51><EFBFBD>nK<6E><4B>,<2C>sBb<42> <00> 9<><39>H6O<36>ϳ9g<39><67>r <00> 9<><39>H6O<36>ϳ9g<39><67>r<EFBFBD><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
gbL<62>Aii<00>*<2A>"0:wn@<40><>Q6<><36> T8<54>U<EFBFBD>N"M<><4D><EFBFBD><EFBFBD><EFBFBD><01> T8<54>U<EFBFBD>N"M<><4D><EFBFBD><EFBFBD><EFBFBD><01><>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vh
Gameplay Ability <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00> o<>4<15><>RA<52>pS.<2E><>" o<>4<15><>RA<52>pS.<2E><>"<22><00><00><><EFBFBD><EFBFBD>S<EFBFBD><53><EFBFBD>Return Value
^\
Attempts to commit the ability (spend resources, etc). This our last chance to fail. Child classes that override ActivateAbility must call this themselves!iifalsefalse<00>G<00>C\ZbTifQ@gQ e<00>P<00><>ë<1E><>@<40>x^X\;5i <00>xx<>F<EFBFBD><46><EFBFBD>k<EFBFBD> <00>xx<>F<EFBFBD><46><EFBFBD>k<EFBFBD>趏B<00><00><><EFBFBD><EFBFBD>Aii<00>׾6.7<>D<EFBFBD><79><DAA0>n<EFBFBD> <00><>޸<><DEB8>O<EFBFBD>p<EFBFBD><70><EFBFBD>u4L <00><>޸<><DEB8>O<EFBFBD>p<EFBFBD><70><EFBFBD>u4L<34><00><00><><EFBFBD><EFBFBD>Aii<00> <17>Z<EFBFBD>C<EFBFBD><43>F<EFBFBD><46><EFBFBD>S<EFBFBD><53>&) <17>Z<EFBFBD>C<EFBFBD><43>F<EFBFBD><46><EFBFBD>S<EFBFBD><53>&)<29>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00>G<00>F\[l<00><><EFBFBD><EFBFBD>ZbMifQ<00>gQp<><70><EFBFBD>e<00>P<00><>WzN<><4E><EFBFBD><EFBFBD><EFBFBD><EFBFBD>`Wi <00><>/<2F>8<EFBFBD>cN<63>b[i1; <00><>/<2F>8<EFBFBD>cN<63>b[i1;<3B>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vh
Ability System Blueprint Library <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00><><EFBFBD><EFBFBD><00> o<><6F><15><>cL<63><EFBFBD>N<EFBFBD>o o<><6F><15><>cL<63><EFBFBD>N<EFBFBD>o<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Actor
Actor <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00>̥<><CCA5><EFBFBD><EFBFBD>F<EFBFBD>ROfM9yR <00>Ͽ<EFBFBD>,<2C><>I<EFBFBD><49><10>.&d <00>Ͽ<EFBFBD>,<2C><>I<EFBFBD><49><10>.&d<1F><00><00><><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD>Return Value
Ability System Component <00>[a<>_(u
Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component searchji<00><><EFBFBD><EFBFBD>i<00>_<><5F>#<23><><EFBFBD>F<EFBFBD><46>uo F<03>G<00>C\ZbNifQgQ@<40><><EFBFBD>e<00>P<14><>En<45>E<EFBFBD>K<EFBFBD>{0<><30>i <0A><18><><EFBFBD><EFBFBD>O<EFBFBD>k<EFBFBD><6B>LM<4C><4D> <0A><18><><EFBFBD><EFBFBD>O<EFBFBD>k<EFBFBD><6B>LM<4C><4D><EFBFBD>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vh
Gameplay Ability <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00>̥<><CCA5><EFBFBD><EFBFBD>F<EFBFBD>ROfM9yR̥<><CCA5><EFBFBD><EFBFBD>F<EFBFBD>ROfM9yR<79><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Return Value
Actor <00>[a<>_(u
Returns the actor that owns this ability, which may not have a physical locationji<00><><EFBFBD><EFBFBD>i<00> o<><6F><15><>cL<63><EFBFBD>N<EFBFBD>o)z(<28><>Q0@<40><><EFBFBD><EFBFBD><1E><02>G<00>F\[l<00><><EFBFBD><EFBFBD>ZbifQ<00>gQ<00>e<00>P<00><><EFBFBD>l<EFBFBD>C!A<><41><EFBFBD><EFBFBD>H<EFBFBD>X{i<00>A;<3B>P<EFBFBD>K<EFBFBD>n<EFBFBD>g8<67><38><00>A;<3B>P<EFBFBD>K<EFBFBD>n<EFBFBD>g8<67><38>B<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
gbL<62>Aii<00><00>k<EFBFBD><6B><EFBFBD><EFBFBD>f@<40><>@КVsSO<53><4F><EFBFBD><EFBFBD>8B<38><42><08>V<EFBFBD>p'SO<53><4F><EFBFBD><EFBFBD>8B<38><42><08>V<EFBFBD>p'<27><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
gbL<62>Aii<00>_<><5F>#<23><><EFBFBD>F<EFBFBD><46>uo F<03>_<><5F>#<23><><EFBFBD>F<EFBFBD><46>uo F<03><>K2NodeTargetTarget<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vh
Ability System Component <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00> <00>Ͽ<EFBFBD>,<2C><>I<EFBFBD><49><10>.&d $<24>:<3A>fM<66><4D><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD> $<24>:<3A>fM<66><4D><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD>J<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Gameplay Effect Class
Gameplay Effect {|_(u*i<00><><EFBFBD><EFBFBD>i<00><><EFBFBD><EFBFBD><00><1F>pZrD<72><44><EFBFBD><EFBFBD>QZ.<1F>pZrD<72><44><EFBFBD><EFBFBD>QZ.X<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Level
nm<6E>p<08>US<55>|<7C>^ <09><00>Di 1.0000000.0<00>ѐ<><D190>[p^N<>@<40><>+<2B>ѐ<><D190>[p^N<>@<40><>+<2B>6<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Effect Context
Gameplay Effect Context Handle <00>~<7E>g<00>i<00><><EFBFBD><EFBFBD>i<00>[<5B>ψ<EFBFBD>4<EFBFBD>K<EFBFBD><4B><EFBFBD>`<16><><EFBFBD>[<5B>ψ<EFBFBD>4<EFBFBD>K<EFBFBD><4B><EFBFBD>`<16><><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Return Value
Active Gameplay Effect Handle <00>~<7E>g
Apply a gameplay effect to self<01>i<00><><EFBFBD><EFBFBD>i<00><00>l<00><><EFBFBD><EFBFBD>fQgQ<00><><EFBFBD><EFBFBD>e<00>PlL<>B<><42>+
Kw%<25>i)z(<28><>Q0@<40><><EFBFBD><EFBFBD><1E><02>)z(<28><>Q0@<40><><EFBFBD><EFBFBD><1E><02>k<00><00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00>̥<><CCA5><EFBFBD><EFBFBD>F<EFBFBD>ROfM9yRb\km F<>ֶ<EFBFBD>|<03>hb\km F<>ֶ<EFBFBD>|<03>h
<00><00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00><00>v<EFBFBD>֧<>I<EFBFBD>ܫ<EFBFBD>׸<EFBFBD>{Ȅ<>_<>E<EFBFBD>=&<26><><EFBFBD>ٿȄ<>_<>E<EFBFBD>=&<26><><EFBFBD>ٿ<00><00><><EFBFBD><EFBFBD>ii<00>@<00>F\[l<00><><EFBFBD><EFBFBD>ZbRi e<00>P<00><>_<EFBFBD>y<EFBFBD>
C<EFBFBD>LP>4B<34><42>iv<>)gUxM<78>J<EFBFBD>}<7D>@<40>hv<>)gUxM<78>J<EFBFBD>}<7D>@<40>hu<00><00><><EFBFBD><EFBFBD>0i<00><><EFBFBD><EFBFBD>R<00>!Q<><51><EFBFBD>nK<6E><4B>,<2C>sBb<42>!Q<><51><EFBFBD>nK<6E><4B>,<2C>sBb<42><62><00><00><><EFBFBD><EFBFBD>Aii<00> ;<3B>R<EFBFBD>4<EFBFBD> D<><44><EFBFBD><EFBFBD>A&<26><>@<00>F\[l<00><><EFBFBD><EFBFBD>ZbUigQ<00>8=:; d<00>><00><><EFBFBD><EFBFBD>dk<64><6B><EFBFBD>p<EFBFBD><70><EFBFBD>y(u <0C>\ NO<><4F><03>(u0
<00>N_<1A>ޏ<EFBFBD>Q_<>~egы<7F>R<EFBFBD><52>0e<00>P<00><>>[<5B><1B>K<EFBFBD><4B>m<EFBFBD>}<7D>yPi<00>j<EFBFBD>gi@fG<66>+<2B><><EFBFBD><EFBFBD>J"<00>j<EFBFBD>gi@fG<66>+<2B><><EFBFBD><EFBFBD>J"u<00><00><><EFBFBD><EFBFBD>0i<00><><EFBFBD><EFBFBD>U<00>0<><30><EFBFBD><EFBFBD><05>H<EFBFBD>ɨG<C9A8><47>j0<><30><EFBFBD><EFBFBD><05>H<EFBFBD>ɨG<C9A8><47>j<1A><00><00><><EFBFBD><EFBFBD>Aii<00><00><><EFBFBD>L<EFBFBD>eI@<40><>k<EFBFBD> <0A>ð<00><><EFBFBD>L<EFBFBD>eI@<40><>k<EFBFBD> <0A>ð <00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Was Cancelled
^\iifalsefalse<00>~b-}l<00><><EFBFBD><EFBFBD>|l<00><><EFBFBD><EFBFBD>fQ<00>gQ@e<00>P8A<><41>bghoti*<2A>"0:wn@<40><>Q6<><36>*<2A>"0:wn@<40><>Q6<><36>B<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
gbL<62>Aii<00> <00> 9<><39>H6O<36>ϳ9g<39><67>r<00>k<EFBFBD><6B><EFBFBD><EFBFBD>f@<40><>@КVs<00>k<EFBFBD><6B><EFBFBD><EFBFBD>f@<40><>@КVs<><00><00><><EFBFBD><EFBFBD>Aii<00><00>A;<3B>P<EFBFBD>K<EFBFBD>n<EFBFBD>g8<67><38>K<><4B>w<EFBFBD><77><EFBFBD>F<EFBFBD>9zV<7A><56><EFBFBD>^K<><4B>w<EFBFBD><77><EFBFBD>F<EFBFBD>9zV<7A><56><EFBFBD>^ <00>
AsyncTask<00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00>׾6.7<>D<EFBFBD><79><DAA0>n<EFBFBD>׾6.7<>D<EFBFBD><79><DAA0>n<EFBFBD>q!6594ADF1414E88FC6BEB16AC4C1EB352 On Completed<00><><EFBFBD><EFBFBD>Aii<00> <00>xx<>F<EFBFBD><46><EFBFBD>k<EFBFBD><00>a8:<3A><>9D<39><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD>((<00>a8:<3A><>9D<39><44><EFBFBD><EFBFBD><EFBFBD><EFBFBD>((m!0A0BA4664DE0C4631247AD8DA56D6C61 On Blend Out<00><><EFBFBD><EFBFBD>Aii<00><00><><EFBFBD><EFBFBD>˩O<CBA9><4F>0ڋ#ۏ<00><><EFBFBD><EFBFBD>˩O<CBA9><4F>0ڋ#ۏs!86D7E6A2464B52E50A34C5A43E395411On Interrupted<00><><EFBFBD><EFBFBD>Aii<00>|<7C><1D><>A}E<>t<EFBFBD><44>|<7C><1D><>A}E<>t<EFBFBD><44>o!FD436E584AE9EDC7C4DFFA9BC4D8616E On Cancelled<00><><EFBFBD><EFBFBD>Aii<00><00><><EFBFBD>(8ZO<5A>[Z|<7C><><00><><EFBFBD>(8ZO<5A>[Z|<7C><>v<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Owning Ability
Gameplay Ability <00>[a<>_(uji<00><><EFBFBD><EFBFBD>i<00>GF<47><19><>!H<><48>r<EFBFBD><72>%<25>bGF<47><19><>!H<><48>r<EFBFBD><72>%<25>b<EFBFBD><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Task Instance Name
}T T
Set to override the name of this task, for later queryingaiiNoneNone<00>yj̺<6A><CCBA>L<EFBFBD><4C>><3E>w<EFBFBD>syj̺<6A><CCBA>L<EFBFBD><4C>><3E>w<EFBFBD>s`<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Montage to Play
<00>R;u<><75>*YGY <00>[a<>_(u
The montage to play on the characterji<00><><EFBFBD><EFBFBD>i<00><><EFBFBD><EFBFBD><00><14>;$ <20>cF<63>S<EFBFBD><53>X_P<14>;$ <20>cF<63>S<EFBFBD><53>X_P<00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Rate
nm<6E>p<08>US<55>|<7C>^ <09>
Change to play the montage faster or slower<00>Di 1.000000 1.000000<00><18>}_<11><>L<EFBFBD><4C><EFBFBD>F<EFBFBD>><3E>=<18>}_<11><>L<EFBFBD><4C><EFBFBD>F<EFBFBD>><3E>=<3D><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Start Section
}T T
If not empty, named montage section to start fromaiiNoneNone<00>T<>Y<EFBFBD>'<13>B<EFBFBD><42><EFBFBD>7E.$<24>T<>Y<EFBFBD>'<13>B<EFBFBD><42><EFBFBD>7E.$<24><00><00><><EFBFBD><EFBFBD>c<EFBFBD><63><EFBFBD>Stop when Ability Ends
^\
If true, this montage will be aborted if the ability ends normally. It is always stopped when the ability is explicitly cancellediitruetrue<00>G<><47>vP<76>K<EFBFBD>[9><3E>G<><47>vP<76>K<EFBFBD>[9><3E><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Anim Root Motion Translation Scale
nm<6E>p<08>US<55>|<7C>^ <09>
Change to modify size of root motion or set to 0 to block it entirely<00>Di 1.000000 1.000000<00>Ca<43>jQiTA<54><41><EFBFBD>6<36><7F><EFBFBD>Ca<43>jQiTA<54><41><EFBFBD>6<36><7F><EFBFBD><EFBFBD><00><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Start Time Seconds
nm<6E>p<08>US<55>|<7C>^ <09>
Starting time offset in montage, this will be overridden by StartSection if that is also set<00>Di 0.000000 0.000000<00><00><00>F\[l<00><><EFBFBD><EFBFBD>Zb]i<00>!>?fQ<00>gQ<00><><EFBFBD><EFBFBD>e<00>P<00><1D>ɞ<18>O<EFBFBD>@<40>U^o<> i<00><01>6I<07>L<EFBFBD><04><>ps<70>~<00><01>6I<07>L<EFBFBD><04><>ps<70>~]UObjectDisplayNamesCharacter:MeshMesh<00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00>\<5C><>@ٻ&O<><4F>mu<6D><75>kS<00>v<EFBFBD>֧<>I<EFBFBD>ܫ<EFBFBD>׸<EFBFBD>{<00>v<EFBFBD>֧<>I<EFBFBD>ܫ<EFBFBD>׸<EFBFBD>{<7B>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00>b\km F<>ֶ<EFBFBD>|<03>h<00><00>F\[l<00><><EFBFBD><EFBFBD>Zbi<00>!>?fQ<00>gQ<00><><EFBFBD><EFBFBD>e<00>P0+ v!J<>h<EFBFBD><01>&7fi<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>7D<37><00><> <0A><><EFBFBD><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>7D<37><00><> <0A><><EFBFBD>UObjectDisplayNames SkeletalMeshComponent:AnimClass Anim Class<00><><EFBFBD><EFBFBD>*i<00><><EFBFBD><EFBFBD>i<00>\<5C><>@ٻ&O<><4F>mu<6D><75>kS\<5C><>@ٻ&O<><4F>mu<6D><75>kS<6B>K2NodeTargetTarget<00><><EFBFBD><EFBFBD>ji<00><><EFBFBD><EFBFBD>i<00><00><01>6I<07>L<EFBFBD><04><>ps<70>~i
.true.true(Ability+<00>/**
* The main function that defines what an ability does.
* -Child classes will want to override this
* -This function graph should call CommitAbility
* -This function graph should call EndAbility
*
* Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
* In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
* will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
*
*/2ActivateAbility_#Public/Abilities/GameplayAbility.h<00>ActivateAbility<00>hThe main function that defines what an ability does.
-Child classes will want to override this
-This function graph should call CommitAbility
-This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.(Ability+Q/** Blueprint event, will be called if an ability ends normally or abnormally */2 OnEndAbility_#Public/Abilities/GameplayAbility.h<00> OnEndAbility<00>JBlueprint event, will be called if an ability ends normally or abnormally(Ability+<00>/**
* The main function that defines what an ability does.
* -Child classes will want to override this
* -This function graph should call CommitAbility
* -This function graph should call EndAbility
*
* Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
* In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
* will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
*
*/2ActivateAbility_#Public/Abilities/GameplayAbility.h<00>ActivateAbility<00>hThe main function that defines what an ability does.
-Child classes will want to override this
-This function graph should call CommitAbility
-This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.true(Ability+<00>/**
* The main function that defines what an ability does.
* -Child classes will want to override this
* -This function graph should call CommitAbility
* -This function graph should call EndAbility
*
* Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
* In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
* will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
*
*/2ActivateAbility_#Public/Abilities/GameplayAbility.h<00>ActivateAbility<00>hThe main function that defines what an ability does.
-Child classes will want to override this
-This function graph should call CommitAbility
-This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.(Ability+Q/** Blueprint event, will be called if an ability ends normally or abnormally */2 OnEndAbility_#Public/Abilities/GameplayAbility.h<00> OnEndAbility<00>JBlueprint event, will be called if an ability ends normally or abnormally(Ability+<00>/**
* The main function that defines what an ability does.
* -Child classes will want to override this
* -This function graph should call CommitAbility
* -This function graph should call EndAbility
*
* Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
* In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
* will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.
*
*/2ActivateAbility_#Public/Abilities/GameplayAbility.h<00>ActivateAbility<00>hThe main function that defines what an ability does.
-Child classes will want to override this
-This function graph should call CommitAbility
-This function graph should call EndAbility
Latent/async actions are ok in this graph. Note that Commit and EndAbility calling requirements speak to the K2_ActivateAbility graph.
In C++, the call to K2_ActivateAbility() may return without CommitAbility or EndAbility having been called. But it is expected that this
will only occur when latent/async actions are pending. When K2_ActivateAbility logically finishes, then we will expect Commit/End to have been called.truew!F45B0E0C4B9C340F18137DB51FEA9CF5i<00><>*<2A><><EFBFBD><EFBFBD><EFBFBD>.;<3B><>v<>8Qʿ)0<00><>*<2A>