[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(ReplicatedUsing=OnRep_ActivateAbilities, BlueprintReadOnly, Category="Abilities")
FGameplayAbilitySpecContainer ActivatableAbilities
The abilities we can activate. -This will include CDOs for non instanced abilities and per-execution instanced abilities. -Actor-instanced abilities will be the actual instance (not CDO)
This array is not vital for things to work. It is a convenience thing for 'giving abilities to the actor'. But abilities could also work on things without an AbilitySystemComponent. For example an ability could be written to execute on a StaticMeshActor. As long as the ability doesn't require instancing or anything else that the AbilitySystemComponent would provide, then it doesn't need the component to function.