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How to give an ability using C++?


I spent lot of time trying to do this on my own, but can't get my head around it. I went through tutorial to enable GameplayAbility system and stopped on a fragment, where I create parameter for UGameplayAbility:

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Abilities)
 TSubclassOf<class UGameplayAbility> Ability;

Then tutorial sent me to assign ability:

 void AARPGCharacter::BeginPlay()
     if (AbilitySystem)
         if (HasAuthority() && Ability)
             AbilitySystem->GiveAbility(FGameplayAbilitySpec(Ability.GetDefaultObject(), 1, 0));
         AbilitySystem->InitAbilityActorInfo(this, this);

Now I can assign ability through parameter "Ability" in Blueprint and it's working well. But I want to assign this value dynamically through code. How can I achieve that? I'm looking for something like (example just to understand my question):

 AbilitySystem->GiveAbility("SomeAbilityByBlueprintName", 1, 0);
Product Version: UE 4.21
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asked Jan 08 '19 at 01:14 AM in C++ Programming

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