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CogSample: Fix warning and abilities not receiving input release
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@@ -403,6 +403,12 @@ void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value,
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Spec->InputPressed = true;
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UGameplayAbility* Ability = Spec->GetPrimaryInstance();
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if (Ability == nullptr)
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{
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return;
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}
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//-----------------------------------------------------
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// Replicate button press if ability is already active
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//-----------------------------------------------------
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@@ -414,7 +420,7 @@ void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value,
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AbilitySystem->ServerSetInputPressed(Spec->Handle);
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}
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AbilitySystem->AbilitySpecInputPressed(*Spec);
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AbilitySystem->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec->Handle, Spec->ActivationInfo.GetActivationPredictionKey());
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AbilitySystem->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec->Handle, Ability->GetCurrentActivationInfo().GetActivationPredictionKey());
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}
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else
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{
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@@ -441,7 +447,7 @@ void ACogSampleCharacter::OnAbilityInputCompleted(const FInputActionValue& Value
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Spec->InputPressed = false;
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UGameplayAbility* Ability= Spec->GetPrimaryInstance();
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UGameplayAbility* Ability = Spec->GetPrimaryInstance();
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if (Ability == nullptr)
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{
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return;
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@@ -458,7 +464,7 @@ void ACogSampleCharacter::OnAbilityInputCompleted(const FInputActionValue& Value
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}
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AbilitySystem->AbilitySpecInputReleased(*Spec);
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AbilitySystem->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputReleased, Spec->Handle, Spec->ActivationInfo.GetActivationPredictionKey());
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AbilitySystem->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputReleased, Spec->Handle, Ability->GetCurrentActivationInfo().GetActivationPredictionKey());
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}
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//--------------------------------------------------------------------------------------------------------------------------
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