Why does B_Hero_ShooterMannequin send GameplayEvents on the quick slot input events just to have an unending GameplayAbility, GA_QuickbarSlots, listen for them then call the QuickBarComponent to set the current slot index? It seems a lot simpler to just respond to the inputs by directly calling the QuickBarComponent from the Hero class. I must be misunderstanding something critical that is happening as a result of having the GA_QuickbarSlots and using GameplayEvents… or maybe this is just an educational example of how to use GameplayEvents?