void FGameplayAbilityTargetData::AddTargetDataToContext(FGameplayEffectContextHandle& Context, bool bIncludeActorArray) const
{
	if (bIncludeActorArray && (GetActors().Num() > 0))
	{
		Context.AddActors(GetActors());
	}

	if (HasHitResult() && !Context.GetHitResult())
	{
		Context.AddHitResult(*GetHitResult());
	}

	if (HasOrigin())
	{
		Context.AddOrigin(GetOrigin().GetLocation());
	}
}
void UAbilitySystemBlueprintLibrary::EffectContextAddHitResult(FGameplayEffectContextHandle EffectContext, FHitResult HitResult, bool bReset)
{
	EffectContext.AddHitResult(HitResult, bReset);
}