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Add more abilities in the sample
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@@ -22,7 +22,7 @@ class UInputAction;
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class UInputMappingContext;
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class USpringArmComponent;
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struct FActiveGameplayEffect;
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struct FCogSampleForcedMoveParams;
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struct FCogSampleRootMotionParams;
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struct FGameplayEffectSpec;
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struct FOnAttributeChangeData;
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@@ -190,10 +190,10 @@ public:
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int32 TeamID = 0;
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//----------------------------------------------------------------------------------------------------------------------
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// Forced Move
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// Root Motion
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintCallable)
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int32 ApplyForcedMove(const FCogSampleForcedMoveParams& Params);
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int32 ApplyRootMotion(const FCogSampleRootMotionParams& Params);
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private:
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@@ -227,16 +227,21 @@ private:
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void OnScaleAttributeChanged(const FOnAttributeChangeData& Data);
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void UpdateActiveAbilitySlots();
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UFUNCTION()
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void OnRep_ActiveAbilityHandles();
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//----------------------------------------------------------------------------------------------------------------------
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// Forced Move
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// Root Motion
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(Reliable, Client)
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void Client_ApplyForcedMove(const FCogSampleForcedMoveParams& Params);
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void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
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uint16 ApplyForcedMoveInternal(const FCogSampleForcedMoveParams& Params);
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uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
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//----------------------------------------------------------------------------------------------------------------------
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UPROPERTY(Replicated, Transient)
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UPROPERTY(ReplicatedUsing=OnRep_ActiveAbilityHandles, Transient)
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TArray<FGameplayAbilitySpecHandle> ActiveAbilityHandles;
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FDelegateHandle GameplayEffectAddedHandle;
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