diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp index 58f10ab..1baa68f 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp @@ -34,7 +34,7 @@ void UStatusSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorCo { if (StatusEffect.TimeTillExpiry > UGameplayStatics::GetRealTimeSeconds(GetWorld())) { - //ActiveStatusEffects.RemoveAt(ActiveStatusEffects.Find(StatusEffect)); + ActiveStatusEffects.Remove(StatusEffect); } } } diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.h b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.h index a1b65ea..f80e070 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.h @@ -19,6 +19,11 @@ struct FActiveStatusEffect UPROPERTY() UStatusEffect* StatusEffect; + + bool operator==(const FActiveStatusEffect& Comp) const + { + return StatusEffect == Comp.StatusEffect; + } }; UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )