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No commits in common. "22ce1ea591e9de9ff7f19b43012a7a34c5204349" and "8a585c3a649c8069dc9885288cfa0b9723ebf15d" have entirely different histories.
22ce1ea591
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8a585c3a64
@ -9,8 +9,7 @@
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"Type": "Runtime",
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"Type": "Runtime",
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"LoadingPhase": "Default",
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"LoadingPhase": "Default",
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"AdditionalDependencies": [
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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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}
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],
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],
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@ -21,10 +20,6 @@
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"TargetAllowList": [
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"TargetAllowList": [
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"Editor"
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"Editor"
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]
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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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]
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}
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}
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@ -8,9 +8,9 @@ public class Aura : ModuleRules
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{
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "GameplayAbilities" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
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PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "GameplayTasks" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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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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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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@ -1,5 +0,0 @@
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// Copyright; GhostPacket Games
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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@ -1,5 +0,0 @@
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// Copyright; GhostPacket Games
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#include "AbilitySystem/AuraAttributeSet.h"
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@ -10,12 +10,7 @@ AAuraCharacterBase::AAuraCharacterBase()
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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}
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UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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void AAuraCharacterBase::BeginPlay()
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void AAuraCharacterBase::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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@ -3,18 +3,11 @@
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#include "Character/AuraEnemy.h"
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#include "Character/AuraEnemy.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Aura/Aura.h"
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#include "Aura/Aura.h"
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AAuraEnemy::AAuraEnemy()
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AAuraEnemy::AAuraEnemy()
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{
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{
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GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
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AbilitySystemComponent->SetIsReplicated(true);
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AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
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}
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}
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void AAuraEnemy::HighlightActor()
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void AAuraEnemy::HighlightActor()
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@ -3,20 +3,7 @@
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#include "Player/AuraPlayerState.h"
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#include "Player/AuraPlayerState.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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AAuraPlayerState::AAuraPlayerState()
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AAuraPlayerState::AAuraPlayerState()
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{
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{
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AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
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NetUpdateFrequency = 100.f;
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AbilitySystemComponent->SetIsReplicated(true);
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AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
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SetNetUpdateFrequency(100.f);
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}
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UAbilitySystemComponent* AAuraPlayerState::GetAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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}
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@ -1,16 +0,0 @@
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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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@ -1,17 +0,0 @@
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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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@ -3,32 +3,20 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "AuraCharacterBase.generated.h"
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#include "AuraCharacterBase.generated.h"
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class UAbilitySystemComponent;
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class UAttributeSet;
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UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
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UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
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class AURA_API AAuraCharacterBase : public ACharacter, public IAbilitySystemInterface
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class AURA_API AAuraCharacterBase : public ACharacter
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AAuraCharacterBase();
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AAuraCharacterBase();
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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UAttributeSet* GetAttributeSet() const { return AttributeSet; }
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, Category = "Combat")
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UPROPERTY(EditAnywhere, Category = "Combat")
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TObjectPtr<USkeletalMeshComponent> Weapon;
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TObjectPtr<USkeletalMeshComponent> Weapon;
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UPROPERTY ()
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
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UPROPERTY ()
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TObjectPtr<UAttributeSet> AttributeSet;
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};
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};
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@ -3,27 +3,17 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "GameFramework/PlayerState.h"
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#include "GameFramework/PlayerState.h"
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#include "AuraPlayerState.generated.h"
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#include "AuraPlayerState.generated.h"
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class UAbilitySystemComponent;
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/**
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class UAttributeSet;
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*
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*/
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UCLASS()
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UCLASS()
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class AURA_API AAuraPlayerState : public APlayerState, public IAbilitySystemInterface
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class AURA_API AAuraPlayerState : public APlayerState
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AAuraPlayerState();
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AAuraPlayerState();
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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UAttributeSet* GetAttributeSet() const { return AttributeSet; }
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protected:
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UPROPERTY()
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
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UPROPERTY()
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TObjectPtr<UAttributeSet> AttributeSet;
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};
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};
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