void AGameplayAbilityTargetActor::ConfirmTargetingAndContinue()
{
	check(ShouldProduceTargetData());
	if (IsConfirmTargetingAllowed())
	{
		TargetDataReadyDelegate.Broadcast(FGameplayAbilityTargetDataHandle());
	}
}
void AGameplayAbilityTargetActor_Radius::ConfirmTargetingAndContinue()
{
	check(ShouldProduceTargetData());
	if (SourceActor)
	{
		FVector Origin = StartLocation.GetTargetingTransform().GetLocation();
		FGameplayAbilityTargetDataHandle Handle = MakeTargetData(PerformOverlap(Origin), Origin);
		TargetDataReadyDelegate.Broadcast(Handle);
	}
}
void AGameplayAbilityTargetActor_Trace::ConfirmTargetingAndContinue()
{
	check(ShouldProduceTargetData());
	if (SourceActor)
	{
		bDebug = false;
		FGameplayAbilityTargetDataHandle Handle = MakeTargetData(PerformTrace(SourceActor));
		TargetDataReadyDelegate.Broadcast(Handle);
	}
}