#why is this node only accessible in blueprints
#and the c++ for it is not overridable
And cant be overridden in a gameplay ability
#i thought the Gameplay Ability System could be used entirely with c++
#why is this node only accessible in blueprints
#and the c++ for it is not overridable
And cant be overridden in a gameplay ability
#i thought the Gameplay Ability System could be used entirely with c++
is it meant to be in blueprints
same question here
edit - I guess coz its already an option.
UE_API virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData TriggerEventData*);