// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AbilitySystem/Abilities/LyraGameplayAbility.h" #include "LyraGameplayAbility_FromEquipment.generated.h" class ULyraEquipmentInstance; class ULyraInventoryItemInstance; /** * ULyraGameplayAbility_FromEquipment * * An ability granted by and associated with an equipment instance */ UCLASS() class ULyraGameplayAbility_FromEquipment : public ULyraGameplayAbility { GENERATED_BODY() public: ULyraGameplayAbility_FromEquipment(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); UFUNCTION(BlueprintCallable, Category="Lyra|Ability") ULyraEquipmentInstance* GetAssociatedEquipment() const; UFUNCTION(BlueprintCallable, Category = "Lyra|Ability") ULyraInventoryItemInstance* GetAssociatedItem() const; #if WITH_EDITOR virtual EDataValidationResult IsDataValid(TArray& ValidationErrors) override; #endif };