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Add more abilities in the sample
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@@ -20,9 +20,6 @@ public:
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, Health);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, MaxHealth);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, HealthRegen)
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, Armor);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, MaxArmor);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, ArmorRegen)
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, DamageResistance)
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UFUNCTION()
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@@ -34,15 +31,6 @@ public:
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UFUNCTION()
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virtual void OnRep_HealthRegen(const FGameplayAttributeData& PrevHealthRegen);
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UFUNCTION()
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virtual void OnRep_Armor(const FGameplayAttributeData& PrevArmor);
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UFUNCTION()
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virtual void OnRep_MaxArmor(const FGameplayAttributeData& PrevMaxArmor);
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UFUNCTION()
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virtual void OnRep_ArmorRegen(const FGameplayAttributeData& PrevArmorRegen);
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UFUNCTION()
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virtual void OnRep_DamageResistance(const FGameplayAttributeData& PrevDamageResistance);
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@@ -63,16 +51,7 @@ private:
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UPROPERTY(BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_HealthRegen, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData HealthRegen;
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UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_Armor, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData Armor;
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UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_MaxArmor, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData MaxArmor;
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UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_ArmorRegen, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData ArmorRegen;
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UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_DamageResistance, meta = (AllowPrivateAccess = "true"))
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UPROPERTY(BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_DamageResistance, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData DamageResistance;
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void ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const;
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