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Cog Sample: Adding more gameplay
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
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@@ -77,13 +77,14 @@ void ACogSampleCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >
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FDoRepLifetimeParams Params;
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Params.bIsPushBased = true;
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Params.Condition = COND_OwnerOnly;
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, ActiveAbilityHandles, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, Team, Params);
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Params.Condition = COND_None;
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, Team, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, ProgressionLevel, Params);
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, Scale, Params);
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Params.Condition = COND_OwnerOnly;
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DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, ActiveAbilityHandles, Params);
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}
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@@ -709,10 +710,15 @@ void ACogSampleCharacter::OnRep_Scale()
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::SetTeamID(int32 Value)
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void ACogSampleCharacter::SetTeam(int32 Value)
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{
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Team = Value;
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MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, Team, this);
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COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY(ACogSampleCharacter, Team, Value, this);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::SetProgressionLevel(int32 Value)
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{
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COMPARE_ASSIGN_AND_MARK_PROPERTY_DIRTY(ACogSampleCharacter, ProgressionLevel, Value, this);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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