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11 changed files with 10 additions and 105 deletions

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@ -9,8 +9,7 @@
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "Default",
"AdditionalDependencies": [ "AdditionalDependencies": [
"Engine", "Engine"
"GameplayAbilities"
] ]
} }
], ],
@ -21,10 +20,6 @@
"TargetAllowList": [ "TargetAllowList": [
"Editor" "Editor"
] ]
},
{
"Name": "GameplayAbilities",
"Enabled": true
} }
] ]
} }

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@ -8,9 +8,9 @@ public class Aura : ModuleRules
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "GameplayAbilities" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "GameplayTasks" }); PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI // Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@ -1,5 +0,0 @@
// Copyright; GhostPacket Games
#include "AbilitySystem/AuraAbilitySystemComponent.h"

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@ -1,5 +0,0 @@
// Copyright; GhostPacket Games
#include "AbilitySystem/AuraAttributeSet.h"

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@ -10,12 +10,7 @@ AAuraCharacterBase::AAuraCharacterBase()
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision); Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
} }
UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AAuraCharacterBase::BeginPlay() void AAuraCharacterBase::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
} }

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@ -3,18 +3,11 @@
#include "Character/AuraEnemy.h" #include "Character/AuraEnemy.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "AbilitySystem/AuraAttributeSet.h"
#include "Aura/Aura.h" #include "Aura/Aura.h"
AAuraEnemy::AAuraEnemy() AAuraEnemy::AAuraEnemy()
{ {
GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block); GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
AbilitySystemComponent->SetIsReplicated(true);
AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
} }
void AAuraEnemy::HighlightActor() void AAuraEnemy::HighlightActor()

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@ -3,20 +3,7 @@
#include "Player/AuraPlayerState.h" #include "Player/AuraPlayerState.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "AbilitySystem/AuraAttributeSet.h"
AAuraPlayerState::AAuraPlayerState() AAuraPlayerState::AAuraPlayerState()
{ {
AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent"); NetUpdateFrequency = 100.f;
AbilitySystemComponent->SetIsReplicated(true);
AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
SetNetUpdateFrequency(100.f);
}
UAbilitySystemComponent* AAuraPlayerState::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
} }

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@ -1,16 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemComponent.h"
#include "AuraAbilitySystemComponent.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraAbilitySystemComponent : public UAbilitySystemComponent
{
GENERATED_BODY()
};

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@ -1,17 +0,0 @@
// Copyright; GhostPacket Games
#pragma once
#include "CoreMinimal.h"
#include "AttributeSet.h"
#include "AuraAttributeSet.generated.h"
/**
*
*/
UCLASS()
class AURA_API UAuraAttributeSet : public UAttributeSet
{
GENERATED_BODY()
};

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@ -3,32 +3,20 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h" #include "AuraCharacterBase.generated.h"
class UAbilitySystemComponent;
class UAttributeSet;
UCLASS(Abstract) // Abstract so that it cannot be dragged to a level UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
class AURA_API AAuraCharacterBase : public ACharacter, public IAbilitySystemInterface class AURA_API AAuraCharacterBase : public ACharacter
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AAuraCharacterBase(); AAuraCharacterBase();
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Combat") UPROPERTY(EditAnywhere, Category = "Combat")
TObjectPtr<USkeletalMeshComponent> Weapon; TObjectPtr<USkeletalMeshComponent> Weapon;
UPROPERTY ()
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY ()
TObjectPtr<UAttributeSet> AttributeSet;
}; };

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@ -3,27 +3,17 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/PlayerState.h" #include "GameFramework/PlayerState.h"
#include "AuraPlayerState.generated.h" #include "AuraPlayerState.generated.h"
class UAbilitySystemComponent; /**
class UAttributeSet; *
*/
UCLASS() UCLASS()
class AURA_API AAuraPlayerState : public APlayerState, public IAbilitySystemInterface class AURA_API AAuraPlayerState : public APlayerState
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
AAuraPlayerState(); AAuraPlayerState();
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
protected:
UPROPERTY()
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY()
TObjectPtr<UAttributeSet> AttributeSet;
}; };