Hi there,
I would rather store the cost of an ability as a variable on the ability itself, instead of creating a cost gameplay effect for each ability.
So I’d like to have one cost effect which I can change the magnitude based on the ability that applied the effect to the owner. It seems like I should use “SetByCaller” but I have no idea how to use it.
I found AssignSetByCallerMagnitude function in AbilitySystemBlueprintLibrary but where do I get the FGameplayEffectSpecHandle to pass into the function?
Any and all help appreciated.
Many thanks
Dann