local Ability = {} local GetGameplayTag = require("GamePlay.Utils").GetGameplayTag local BlueprintGameplayTagLibrary = import("BlueprintGameplayTagLibrary") local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary") function Ability:K2_ActivateAbilityFromEvent(EventData) local tag = EventData.tag local value = EventData.EventMagnitude local asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(self.target) if tag == "Recover.Role.Health" then local spec_handle = asc:MakeOutgoingSpec( self.AbilityEffectConfigs:Get("Role"), 1, asc:MakeEffectContext() ) AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude( spec_handle, GetGameplayTag("Change.Role.Health"), value ) asc:BP_ApplyGameplayEffectSpecToSelf(spec_handle) end end return Class(nil, nil, Ability)