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First Submit
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#pragma once
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#include "CoreMinimal.h"
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#include "CogSampleFunctionLibrary_Gameplay.generated.h"
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class UAbilitySystemComponent;
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struct FGameplayAttribute;
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struct FGameplayAttributeData;
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
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GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
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UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Gameplay"))
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class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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};
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