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add basic AI behavior in the sample
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@@ -203,7 +203,6 @@ bool UCogEngineWindow_Selection::DrawSelectionCombo()
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::DrawActorContextMenu(AActor* Actor)
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{
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//------------------------
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@@ -10,6 +10,7 @@
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DEFINE_LOG_CATEGORY(LogCogAlways);
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DEFINE_LOG_CATEGORY(LogCogAbility);
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DEFINE_LOG_CATEGORY(LogCogAI);
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DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
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DEFINE_LOG_CATEGORY(LogCogCollision);
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DEFINE_LOG_CATEGORY(LogCogControlRotation);
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@@ -28,6 +29,7 @@ namespace CogSampleLog
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FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
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FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
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FCogDebugLog::AddLogCategory(LogCogAI, "AI", "Log and debug draw of AI behaviors");
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FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
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FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
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FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision");
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@@ -3,6 +3,7 @@
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DECLARE_LOG_CATEGORY_EXTERN(LogCogAlways, VeryVerbose, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogCogAbility, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogCogAI, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogCogBaseAimRotation, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogCogCollision, Warning, All);
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DECLARE_LOG_CATEGORY_EXTERN(LogCogControlRotation, Warning, All);
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