Add CogInterfaces plugin to fix interface usage when compiling shipping builds

This commit is contained in:
Arnaud Jamin
2023-10-02 17:27:19 -04:00
parent 82eb2d77e7
commit 81540a77f0
30 changed files with 247 additions and 81 deletions
+5 -16
View File
@@ -1,20 +1,16 @@
#pragma once
#include "CoreMinimal.h"
#include "CogDefines.h"
#include "AbilitySystemInterface.h"
#include "ActiveGameplayEffectHandle.h"
#include "AttributeSet.h"
#include "CogDefines.h"
#include "CogInterfacesDamageActor.h"
#include "CogInterfacesFilteredActor.h"
#include "GameFramework/Character.h"
#include "GameplayAbilitySpecHandle.h"
#include "GameplayTagContainer.h"
#include "InputActionValue.h"
#if USE_COG
#include "CogAbilityDamageActorInterface.h"
#include "CogDebugFilteredActorInterface.h"
#endif //USE_COG
#include "CogSampleCharacter.generated.h"
class UAbilitySystemComponent;
@@ -62,10 +58,8 @@ public:
UCLASS(config=Game)
class ACogSampleCharacter : public ACharacter
, public IAbilitySystemInterface
#if USE_COG
, public ICogDebugFilteredActorInterface
, public ICogAbilityDamageActorInterface
#endif //USE_COG
, public ICogInterfacesFilteredActor
, public ICogInterfacesDamageActor
{
GENERATED_BODY()
@@ -81,11 +75,8 @@ public:
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void PossessedBy(AController* NewController) override;
#if USE_COG
virtual FCogAbilityOnDamageEvent& OnDamageEvent() override { return OnDamageEventDelegate; }
virtual bool IsActorFilteringDebug() const override { return true; }
#endif //USE_COG
void OnAcknowledgePossession(APlayerController* InController);
@@ -155,9 +146,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<TSubclassOf<UGameplayEffect>> Effects;
#if USE_COG
FCogAbilityOnDamageEvent OnDamageEventDelegate;
#endif //USE_COG
private: