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CogSample: Add new attribute sets to test having the same attribute name in different attribute sets.
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#include "CogSampleAttributeSet_Ability_Blast.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "Net/UnrealNetwork.h"
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//--------------------------------------------------------------------------------------------------------------------------
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UCogSampleAttributeSet_Ability_Blast::UCogSampleAttributeSet_Ability_Blast()
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{
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleAttributeSet_Ability_Blast::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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FDoRepLifetimeParams Params;
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Params.bIsPushBased = true;
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Params.RepNotifyCondition = REPNOTIFY_Always;
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DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Blast, Cooldown, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Blast, Cost, Params);
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "CogSampleFunctionLibrary_Gameplay.h"
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#include "CogSampleAttributeSet_Ability_Blast.generated.h"
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UCLASS()
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class UCogSampleAttributeSet_Ability_Blast : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UCogSampleAttributeSet_Ability_Blast();
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protected:
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UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData Cooldown;
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UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData Cost;
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public:
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Blast, Cooldown);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Blast, Cost);
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};
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#include "CogSampleAttributeSet_Ability_Shield.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "Net/UnrealNetwork.h"
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//--------------------------------------------------------------------------------------------------------------------------
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UCogSampleAttributeSet_Ability_Shield::UCogSampleAttributeSet_Ability_Shield()
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{
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleAttributeSet_Ability_Shield::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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FDoRepLifetimeParams Params;
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Params.bIsPushBased = true;
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Params.RepNotifyCondition = REPNOTIFY_Always;
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DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Shield, Cooldown, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(UCogSampleAttributeSet_Ability_Shield, Cost, Params);
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "CogSampleFunctionLibrary_Gameplay.h"
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#include "CogSampleAttributeSet_Ability_Shield.generated.h"
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UCLASS()
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class UCogSampleAttributeSet_Ability_Shield : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UCogSampleAttributeSet_Ability_Shield();
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private:
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UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData Cooldown;
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UPROPERTY(BlueprintReadOnly, Replicated, Meta = (AllowPrivateAccess = true))
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FGameplayAttributeData Cost;
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public:
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Shield, Cooldown);
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Ability_Shield, Cost);
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};
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