FGAEffectHandle	FGAActiveEffectContainer::HandleInstigatorEffectDuration(FGAEffectSpec& EffectIn, const FGAEffectContext& Ctx)
{
	FGAEffectHandle foundHandle;
	FGAInstigatorEffectContainer& instCont = InstigatorEffects.FindOrAdd(Ctx.InstigatorComp);

	for (FGAEffectTagHandle& eff : instCont.Effects)
	{
		if (EffectIn.EffectName == eff.EffectName)
		{
			foundHandle = eff.Handle;
			break;
		}
	}

	if (foundHandle.IsValid())
	{
		TSharedPtr<FGAActiveDuration> durationEffect = ActiveEffects.FindRef(foundHandle);
		if (durationEffect.IsValid())
		{
			durationEffect->StackDuration(EffectIn.EffectDuration.Duration);
		}
	}
	else
	{
		//if handle is not valid, it means there is no effect,
		//and this means we have to add new effect.
		foundHandle = AddActiveEffect(EffectIn, Ctx);
		instCont.Effects.Add(FGAEffectTagHandle(EffectIn.EffectName, foundHandle));
	}

	return foundHandle;
}
void UGAAttributeComponent::ModifyAttributesOnSelf(const FGAAttributeData& EvalData, const FGAEffectContext& Context,
	const FGameplayTagContainer& EffectTags, FGAEffectHandle& HandleIn)
{
	//incoming
	ModifiedAttribute.Mods.Empty();
	FGAAttributeData FinalData = DefaultAttributes->PreModifyAttribute(EvalData);
	FGAAttributeBase* attr = DefaultAttributes->GetAttribute(FinalData.Attribute);
	float newValue = 0;
	if (attr)
	{
		if (HandleIn.IsValid())
		{
			DefaultAttributes->SetAttributeAdditiveBonus(FinalData.Attribute, FinalData.Value);
		}
	}
	else
	{
		//newValue = DefaultAttributes->AttributeOperation(FinalData.Attribute, FinalData.Value, FinalData.Mod);
		FGAEvalData evalData(FinalData.Attribute, FinalData.Mod, FinalData.AttributeTag, FinalData.Value);
		float finalValue = DefaultAttributes->UpdateAttributes(evalData, FinalData.Value);
		FGAModifiedAttribute ModdedAttrRep;
		ModdedAttrRep.Attribute = FinalData.Attribute;
		ModdedAttrRep.InstigatorLocation = Context.Instigator->GetActorLocation();
		ModdedAttrRep.TargetLocation = Context.TargetHitLocation;//AttributeIn.Target->GetActorLocation();
		ModdedAttrRep.ModifiedByValue = finalValue;
		ModdedAttrRep.ReplicationCounter = FMath::RandRange(0,255);
		ModdedAttrRep.Causer = Context.InstigatorComp;
		ModifiedAttribute.ForceUpdate++;
		ModifiedAttribute.Mods.Add(ModdedAttrRep);
	}
	if (GetNetMode() == ENetMode::NM_Standalone)
	{
		for (FGAModifiedAttribute& attr : ModifiedAttribute.Mods)
		{
			Context.InstigatorComp->OnAttributeModifed.Broadcast(attr);
		}
	}
}