29 TArray<FGameplayAbilitySpecHandle> AbilitySpecHandles;
33 TArray<FActiveGameplayEffectHandle> EffectHandles;
36 FGameplayAbilitySpecHandle GiveAbility(UAbilitySystemComponent* ASC, const FGameplayAbilitySpec& Spec);
39 FActiveGameplayEffectHandle ApplyEffectSpecToSelf(UAbilitySystemComponent* ASC, const FGameplayEffectSpec& Spec);
43 void TakeFromAbilitySystem(UAbilitySystemComponent* ASC);
47 return AbilitySpecHandles.Num() == 0 && EffectHandles.Num() == 0;