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QuartzUIGASResolver: declaration reference

0.57.0-dev · beta source documentation. Native, Blueprint, Editor and rendering examples are source-reviewed, not executed in Unreal during this scan. See validation and limits.

Pinned source (source: Source/QuartzUIGAS/Public/QuartzUIGASResolver.h) · integration recipe · practical guide

UQuartzUIGASResolver

Public type. Exact-player ASC resolver; the default supports PlayerState-, pawn-, and controller-owned GAS.

Prerequisites / integration: Exact-player view plus native asset/source ownership; GAS additionally requires GameplayAbilities. Use the QuartzUIGASResolver recipe in the host module QuartzUIGAS.

Minimal example / lifecycle: Subclass resolver for unusual ownership; assign to binding configuration. Resolved ASC must still belong to exact local player.

Avoid: Returning a convenient foreign ASC or bypassing ownership guard. Match the exact declaration below; dependent DTOs/enums are values used by this owner, not independent systems.

Exact source line (source: Source/QuartzUIGAS/Public/QuartzUIGASResolver.h#L13)

Complete header

Source snapshot, not an additional example. Unreal annotations distinguish exposed Blueprint nodes from native-only/private methods.

#pragma once

#include "CoreMinimal.h"
#include "UObject/Object.h"

#include "QuartzUIGASResolver.generated.h"

class UAbilitySystemComponent;
class ULocalPlayer;

/** Exact-player ASC resolver; the default supports PlayerState-, pawn-, and controller-owned GAS. */
UCLASS(BlueprintType, Blueprintable, EditInlineNew)
class QUARTZUIGAS_API UQuartzUIGASResolver : public UObject
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintNativeEvent, Category = "QuartzUI|GAS")
	UAbilitySystemComponent* ResolveAbilitySystem(ULocalPlayer* LocalPlayer) const;
	virtual UAbilitySystemComponent* ResolveAbilitySystem_Implementation(ULocalPlayer* LocalPlayer) const;

	/** Rejects an ASC unless its owner or avatar belongs to this exact LocalPlayer. */
	UFUNCTION(BlueprintPure, Category = "QuartzUI|GAS")
	static bool IsExactAbilitySystem(
		ULocalPlayer* LocalPlayer,
		const UAbilitySystemComponent* AbilitySystem);
};