void IGameplayCueInterface::HandleGameplayCues(AActor *Self, const FGameplayTagContainer& GameplayCueTags, EGameplayCueEvent::Type EventType, FGameplayCueParameters Parameters)
{
	for (auto TagIt = GameplayCueTags.CreateConstIterator(); TagIt; ++TagIt)
	{
		HandleGameplayCue(Self, *TagIt, EventType, Parameters);
	}
}
void UGameplayCueManager::HandleGameplayCues(AActor* TargetActor, const FGameplayTagContainer& GameplayCueTags, EGameplayCueEvent::Type EventType, const FGameplayCueParameters& Parameters)
{
	if (GameplayCueRunOnDedicatedServer == 0 && IsDedicatedServerForGameplayCue())
	{
		return;
	}

	for (auto It = GameplayCueTags.CreateConstIterator(); It; ++It)
	{
		HandleGameplayCue(TargetActor, *It, EventType, Parameters);
	}
}