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::EffectContextSetOrigin(FGameplayEffectContextHandle EffectContext, FVector Origin) { EffectContext.AddOrigin(Origin); }