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https://github.com/Ed94/Cog.git
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CogAbility: Apply tweaks at start and when an new actor is spawned
The data asset is now loaded directly by the windows.
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@@ -1,6 +1,7 @@
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#include "CogInputWindow_Actions.h"
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#include "CogInputDataAsset.h"
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#include "CogWindowHelper.h"
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#include "CogWindowWidgets.h"
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputSubsystems.h"
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@@ -23,6 +24,8 @@ void UCogInputWindow_Actions::RenderHelp()
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UCogInputWindow_Actions::UCogInputWindow_Actions()
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{
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bHasMenu = true;
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Asset = FCogWindowHelper::GetFirstAssetByClass<UCogInputDataAsset>();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -2,6 +2,7 @@
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#include "CogImguiHelper.h"
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#include "CogInputDataAsset.h"
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#include "CogWindowHelper.h"
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#include "CogWindowWidgets.h"
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputSubsystems.h"
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@@ -11,6 +12,7 @@
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//--------------------------------------------------------------------------------------------------------------------------
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UCogInputWindow_Gamepad::UCogInputWindow_Gamepad()
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{
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Asset = FCogWindowHelper::GetFirstAssetByClass<UCogInputDataAsset>();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -17,10 +17,6 @@ public:
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UCogInputWindow_Actions();
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const UCogInputDataAsset* GetAsset() const { return Asset.Get(); }
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void SetAsset(const UCogInputDataAsset* Value) { Asset = Value; }
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protected:
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void RenderHelp();
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@@ -18,10 +18,6 @@ public:
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UCogInputWindow_Gamepad();
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const UCogInputDataAsset* GetAsset() const { return Asset.Get(); }
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void SetAsset(const UCogInputDataAsset* Value) { Asset = Value; }
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protected:
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virtual void ResetConfig() override;
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