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Add more abilities in the sample
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@@ -3,16 +3,42 @@
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#include "CoreMinimal.h"
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#include "NativeGameplayTags.h"
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Activation_Fail_Cooldown);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Activation_Fail_Cost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_1);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_2);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_3);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_4);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_5);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_6);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_7);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Ability_Cooldown_8);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Alignment_Negative);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Alignment_Positive);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Amount);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Cooldown);
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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_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_Status_Dead);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Ghost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immobilized);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immune_Damage);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_NoCooldown);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_NoCost);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Revived);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Silenced);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Stunned);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_GameplayEvent_Killed);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_GameplayEvent_Revived);
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@@ -20,16 +46,12 @@ UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_GameplayEvent_Revived);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_MontageEvent_Cast_Begin);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_MontageEvent_Cast_End);
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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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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immobilized);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Immune_Damage);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Revived);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Silenced);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Stunned);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Unit_Hero);
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UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Unit_Creature);
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struct FCogSampleTagLibrary
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{
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public:
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static TArray<FGameplayTag> ActiveAbilityCooldownTags;
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};
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