ability system component and attribute set
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@ -9,7 +9,8 @@
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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"Engine"
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"Engine",
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"GameplayAbilities"
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]
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}
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],
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@ -20,6 +21,10 @@
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"TargetAllowList": [
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"Editor"
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]
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},
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{
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"Name": "GameplayAbilities",
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"Enabled": true
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}
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]
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}
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@ -10,7 +10,7 @@ public class Aura : ModuleRules
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks" });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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@ -0,0 +1,5 @@
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// Copyright; GhostPacket Games
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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5
Source/Aura/Private/AbilitySystem/AuraAttributeSet.cpp
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5
Source/Aura/Private/AbilitySystem/AuraAttributeSet.cpp
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@ -0,0 +1,5 @@
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// Copyright; GhostPacket Games
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#include "AbilitySystem/AuraAttributeSet.h"
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@ -5,5 +5,5 @@
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AAuraPlayerState::AAuraPlayerState()
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{
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NetUpdateFrequency = 100.f;
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SetNetUpdateFrequency(100.f);
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}
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@ -0,0 +1,16 @@
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "AuraAbilitySystemComponent.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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};
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17
Source/Aura/Public/AbilitySystem/AuraAttributeSet.h
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17
Source/Aura/Public/AbilitySystem/AuraAttributeSet.h
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@ -0,0 +1,17 @@
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// Copyright; GhostPacket Games
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AuraAttributeSet.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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};
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