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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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@@ -4,6 +4,8 @@
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#include "Abilities/GameplayAbility.h"
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#include "CogSampleGameplayAbility.generated.h"
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class UCogSampleSpawnPredictionComponent;
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UCLASS()
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class UCogSampleGameplayAbility : public UGameplayAbility
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{
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@@ -17,7 +19,9 @@ public:
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// UGameplayAbility overrides
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//----------------------------------------------------------------------------------------------------------------------
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virtual void PreActivate(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, FOnGameplayAbilityEnded::FDelegate* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData) override;
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virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
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//----------------------------------------------------------------------------------------------------------------------
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@@ -59,6 +63,16 @@ public:
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UFUNCTION(BlueprintPure)
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int32 GetIntValueAtAbilityLevel(const FScalableFloat& ScalableFloat) const;
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//----------------------------------------------------------------------------------------------------------------------
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// Predicated Actors
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintCallable)
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void SetupSpawnPrediction(AActor* PredictedSpawn, int32 InstanceIndex);
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UFUNCTION(BlueprintCallable)
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void SetupSpawnPredictionComponent(UCogSampleSpawnPredictionComponent* SpawnPrediction, int32 InstanceIndex);
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private:
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bool IsCostGameplayEffectIsZero(const UGameplayEffect* GameplayEffect, float Level, const FGameplayEffectContextHandle& EffectContext) const;
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