I have a character that has implemented an ability system component. I am trying to bind a handler to the multicast delegate when any gameplay effect is removed. The goal is to have the character do something when a gameplay effect ends (cooldown in this case).
void OnGameplayEffectEnd(const FActiveGameplayEffect& EndedGameplayEffect);
Character .cpp: FOnGivenActiveGameplayEffectRemoved GameplayEffectRemovedDelegate = AbilitySystemComponent->OnAnyGameplayEffectRemovedDelegate(); GameplayEffectRemovedDelegate.AddUObject(this, &AMOBACharacter::OnGameplayEffectEnd);
However, when the cooldown is finished, OnGameplayEffectEnd is never called.
What am I doing wrong?