diff --git a/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp b/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp index 61bc230..7c3c164 100644 --- a/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp +++ b/Source/ModularGameplayAbilities/Private/ModularAbilityPlayerState.cpp @@ -5,9 +5,12 @@ #include UE_INLINE_GENERATED_CPP_BY_NAME(ModularAbilityPlayerState) +FName AModularAbilityPlayerState::AbilitySystemComponentName(TEXT("ModularAbilitySystemComponent")); + AModularAbilityPlayerState::AModularAbilityPlayerState(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { + ModularAbilitySystemComponent = CreateDefaultSubobject(AModularAbilityPlayerState::AbilitySystemComponentName); } UModularAbilitySystemComponent* AModularAbilityPlayerState::GetAbilitySystemComponent() const diff --git a/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h b/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h index 1c51bc8..3a1043d 100644 --- a/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h +++ b/Source/ModularGameplayAbilities/Public/ModularAbilityPlayerState.h @@ -36,6 +36,9 @@ class MODULARGAMEPLAYABILITIES_API AModularAbilityPlayerState : public AModularE bool HasStatTag(FGameplayTag Tag) const; void GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const; +public: + /*Name of the AbilitySystem component. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass).*/ + static FName AbilitySystemComponentName; private: // The ability system component sub-object used by player characters.