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Add CogInterfaces plugin to fix interface usage when compiling shipping builds
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@@ -1,20 +1,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "CogDefines.h"
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#include "AbilitySystemInterface.h"
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#include "ActiveGameplayEffectHandle.h"
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#include "AttributeSet.h"
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#include "CogDefines.h"
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#include "CogInterfacesDamageActor.h"
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#include "CogInterfacesFilteredActor.h"
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#include "GameFramework/Character.h"
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#include "GameplayAbilitySpecHandle.h"
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#include "GameplayTagContainer.h"
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#include "InputActionValue.h"
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#if USE_COG
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#include "CogAbilityDamageActorInterface.h"
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#include "CogDebugFilteredActorInterface.h"
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#endif //USE_COG
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#include "CogSampleCharacter.generated.h"
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class UAbilitySystemComponent;
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@@ -62,10 +58,8 @@ public:
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UCLASS(config=Game)
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class ACogSampleCharacter : public ACharacter
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, public IAbilitySystemInterface
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#if USE_COG
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, public ICogDebugFilteredActorInterface
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, public ICogAbilityDamageActorInterface
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#endif //USE_COG
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, public ICogInterfacesFilteredActor
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, public ICogInterfacesDamageActor
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{
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GENERATED_BODY()
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@@ -81,11 +75,8 @@ public:
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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virtual void PossessedBy(AController* NewController) override;
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#if USE_COG
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virtual FCogAbilityOnDamageEvent& OnDamageEvent() override { return OnDamageEventDelegate; }
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virtual bool IsActorFilteringDebug() const override { return true; }
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#endif //USE_COG
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void OnAcknowledgePossession(APlayerController* InController);
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@@ -155,9 +146,7 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
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TArray<TSubclassOf<UGameplayEffect>> Effects;
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#if USE_COG
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FCogAbilityOnDamageEvent OnDamageEventDelegate;
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#endif //USE_COG
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private:
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