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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Feedback/GES_ContextEffectComponent.h"
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#include "GameplayTagAssetInterface.h"
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#include "Engine/World.h"
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#include "Feedback/GES_ContextEffectsSubsystem.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "GES_LogChannels.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectComponent)
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class UAnimSequenceBase;
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class USceneComponent;
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// Sets default values for this component's properties
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UGES_ContextEffectComponent::UGES_ContextEffectComponent()
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{
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// Disable component tick, enable Auto Activate
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PrimaryComponentTick.bCanEverTick = false;
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bAutoActivate = true;
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// ...
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}
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// Called when the game starts
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void UGES_ContextEffectComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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CurrentContexts.AppendTags(DefaultEffectContexts);
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CurrentContextEffectsLibraries = DefaultContextEffectsLibraries;
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// On Begin Play, Load and Add Context Effects pairings
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if (const UWorld* World = GetWorld())
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{
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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ContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries);
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}
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}
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if (bAutoSetupTagsProvider)
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{
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SetupTagsProvider();
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}
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}
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void UGES_ContextEffectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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// On End PLay, remove unnecessary context effects pairings
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if (const UWorld* World = GetWorld())
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{
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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ContextEffectsSubsystem->UnloadAndRemoveContextEffectsLibraries(GetOwner());
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}
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}
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Super::EndPlay(EndPlayReason);
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}
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void UGES_ContextEffectComponent::SetupTagsProvider()
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{
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if (GetOwner()->GetClass()->ImplementsInterface(UGameplayTagAssetInterface::StaticClass()))
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{
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SetGameplayTagsProvider(GetOwner());
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}
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else
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{
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TArray<UActorComponent*> Components = GetOwner()->GetComponentsByInterface(UGameplayTagAssetInterface::StaticClass());
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if (Components.IsValidIndex(0))
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{
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SetGameplayTagsProvider(Components[0]);
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}
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}
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}
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void UGES_ContextEffectComponent::PlayContextEffectsWithInput_Implementation(FGES_SpawnContextEffectsInput Input)
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{
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AggregateContexts(Input);
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InjectPhysicalSurfaceToContexts(Input.HitResult, Input.SourceContext);
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// Prep Components
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TArray<UAudioComponent*> AudioComponentsToAdd;
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TArray<UNiagaraComponent*> NiagaraComponentsToAdd;
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TArray<UParticleSystemComponent*> ParticleComponentsToAdd;
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// Cycle through Active Audio Components and cache
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for (UAudioComponent* ActiveAudioComponent : ActiveAudioComponents)
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{
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if (ActiveAudioComponent)
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{
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AudioComponentsToAdd.Add(ActiveAudioComponent);
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}
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}
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// Cycle through Active Niagara Components and cache
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for (UNiagaraComponent* ActiveNiagaraComponent : ActiveNiagaraComponents)
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{
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if (ActiveNiagaraComponent)
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{
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NiagaraComponentsToAdd.Add(ActiveNiagaraComponent);
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}
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}
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// Cycle through Active Particle Components and cache
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for (UParticleSystemComponent* ActiveParticleComponent : ActiveParticleComponents)
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{
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if (ActiveParticleComponent)
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{
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ParticleComponentsToAdd.Add(ActiveParticleComponent);
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}
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}
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// Get World
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if (const UWorld* World = GetWorld())
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{
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// Get Subsystem
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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// Set up components
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FGES_SpawnContextEffectsOutput Output;
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// Spawn effects
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ContextEffectsSubsystem->SpawnContextEffectsExt(GetOwner(), Input, Output);
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// Append resultant effects
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AudioComponentsToAdd.Append(Output.AudioComponents);
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NiagaraComponentsToAdd.Append(Output.NiagaraComponents);
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ParticleComponentsToAdd.Append(Output.ParticlesComponents);
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}
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}
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// Append Active Audio Components
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ActiveAudioComponents.Empty();
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ActiveAudioComponents.Append(AudioComponentsToAdd);
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// Append Active
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ActiveNiagaraComponents.Empty();
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ActiveNiagaraComponents.Append(NiagaraComponentsToAdd);
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ActiveParticleComponents.Empty();
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ActiveParticleComponents.Append(ParticleComponentsToAdd);
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}
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void UGES_ContextEffectComponent::AggregateContexts(FGES_SpawnContextEffectsInput& Input) const
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{
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if (Input.SourceContextType == EGES_EffectsContextType::Merge)
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{
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FGameplayTagContainer TotalContexts;
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// Aggregate contexts
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TotalContexts.AppendTags(Input.SourceContext);
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TotalContexts.AppendTags(CurrentContexts);
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if (IGameplayTagAssetInterface* TagAssetInterface = Cast<IGameplayTagAssetInterface>(GameplayTagsProvider))
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{
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FGameplayTagContainer RetTags;
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TagAssetInterface->GetOwnedGameplayTags(RetTags);
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TotalContexts.AppendTags(RetTags);
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}
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Input.SourceContext = TotalContexts;
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}
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}
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void UGES_ContextEffectComponent::InjectPhysicalSurfaceToContexts(const FHitResult& InHitResult, FGameplayTagContainer& Contexts)
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{
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// Check if converting Physical Surface Type to Context
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if (!bConvertPhysicalSurfaceToContext)
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{
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return;
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}
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// Get Phys Mat Type Pointer
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TWeakObjectPtr<UPhysicalMaterial> PhysicalSurfaceTypePtr = InHitResult.PhysMaterial;
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// Check if pointer is okay
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if (PhysicalSurfaceTypePtr.IsValid())
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{
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// Get the Surface Type Pointer
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TEnumAsByte<EPhysicalSurface> PhysicalSurfaceType = PhysicalSurfaceTypePtr->SurfaceType;
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// If Settings are valid
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if (const UGES_ContextEffectsSettings* ContextEffectsSettings = GetDefault<UGES_ContextEffectsSettings>())
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{
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if (ContextEffectsSettings->SurfaceTypeToContextMap.IsEmpty())
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{
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GES_CLOG(Warning, "No surface type to context map, Please check ContextEffectsSetting in ProjectSettings!");
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if (FallbackPhysicalSurface.IsValid())
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{
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Contexts.AddTag(FallbackPhysicalSurface);
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}
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}
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else
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{
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// Convert Surface Type to known
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if (const FGameplayTag* SurfaceContextPtr = ContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType))
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{
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FGameplayTag SurfaceContext = *SurfaceContextPtr;
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Contexts.AddTag(SurfaceContext);
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}
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else
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{
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GES_CLOG(Warning, "No surface type(%d) to context map found, Please check ContextEffectsSetting in ProjectSettings!", PhysicalSurfaceType.GetValue());
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if (FallbackPhysicalSurface.IsValid())
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{
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Contexts.AddTag(FallbackPhysicalSurface);
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}
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}
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}
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}
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}
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else
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{
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if (FallbackPhysicalSurface.IsValid())
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{
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Contexts.AddTag(FallbackPhysicalSurface);
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}
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}
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}
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void UGES_ContextEffectComponent::SetGameplayTagsProvider(UObject* Provider)
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{
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if (!IsValid(Provider))
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{
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return;
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}
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if (IGameplayTagAssetInterface* TagAssetInterface = Cast<IGameplayTagAssetInterface>(Provider))
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{
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GameplayTagsProvider = Provider;
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}
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else
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{
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GES_CLOG(Warning, "Passed in GameplayTagsProvider(%s) Doesn't implement GameplayTagAssetInterface, it can't provide gameplay tags.", *GetNameSafe(Provider->GetClass()));
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}
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}
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void UGES_ContextEffectComponent::UpdateEffectContexts(FGameplayTagContainer NewEffectContexts)
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{
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// Reset and update
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CurrentContexts.Reset(NewEffectContexts.Num());
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CurrentContexts.AppendTags(NewEffectContexts);
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}
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void UGES_ContextEffectComponent::UpdateLibraries(
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TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> NewContextEffectsLibraries)
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{
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// Clear out existing Effects
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CurrentContextEffectsLibraries = NewContextEffectsLibraries;
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// Get World
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if (const UWorld* World = GetWorld())
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{
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// Get Subsystem
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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// Load and Add Libraries to Subsystem
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ContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries);
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}
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}
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}
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