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Add spawning window
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@@ -22,17 +22,19 @@ protected:
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virtual void RenderContent() override;
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virtual void DrawEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected);
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virtual void RenderEffectsTable();
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virtual void DrawEffectInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
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virtual void RenderEffectRow(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffectHandle& ActiveHandle, int32 Index, int32& Selected);
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virtual void RenderEffectInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
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virtual void DrawTagContainer(const FGameplayTagContainer& Container);
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virtual void RenderTagContainer(const FGameplayTagContainer& Container);
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virtual void RenderRemainingTime(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect);
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virtual void RenderStacks(const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
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virtual void RenderPrediction(const FActiveGameplayEffect& ActiveEffect, bool Short);
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virtual FString GetEffectName(const UGameplayEffect& Effect);
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virtual void DrawRemainingTime(const UAbilitySystemComponent& AbilitySystemComponent, const FActiveGameplayEffect& ActiveEffect);
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virtual void DrawStacks(const FActiveGameplayEffect& ActiveEffect, const UGameplayEffect& Effect);
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virtual void DrawPrediction(const FActiveGameplayEffect& ActiveEffect, bool Short);
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};
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