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UObject
How do GameplayAbilities provide access to blueprint functions in OnActivateAbility while being a UObject (without a reference to a world)?
Data:
Events:
Passive means immediately activated.
The text was updated successfully, but these errors were encountered:
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UObject
How do GameplayAbilities provide access to blueprint functions in OnActivateAbility while being a UObject (without a reference to a world)?
Data:
Events:
Passive means immediately activated.
The text was updated successfully, but these errors were encountered: