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display effects in sample
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@@ -26,12 +26,13 @@ UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Cost, "Effect.Data.Cost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Damage, "Effect.Data.Damage");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Heal, "Effect.Data.Heal");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Free, "Effect.Type.Cost.Free");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Overtime, "Effect.Type.Cost.Overtime");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Stamina, "Effect.Type.Cost.Stamina");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Hidden, "Effect.Type.Hidden");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Status.Dead");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Status.Ghost");
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@@ -29,11 +29,12 @@ UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Cost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Damage);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Heal);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Overtime);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Stamina);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Damage_Kill);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Heal_Full);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Heal_Revive);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Overtime);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Stamina);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Hidden);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Dead);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Ghost);
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