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Add CogInterfaces plugin to fix interface usage when compiling shipping builds
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@@ -10,17 +10,25 @@
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DEFINE_LOG_CATEGORY(LogCogCollision);
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DEFINE_LOG_CATEGORY(LogCogInput);
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DEFINE_LOG_CATEGORY(LogCogPosition);
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DEFINE_LOG_CATEGORY(LogCogRotation);
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DEFINE_LOG_CATEGORY(LogCogControlRotation);
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DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
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DEFINE_LOG_CATEGORY(LogCogSkeleton);
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namespace CogSampleLog
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{
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void RegiterAllLogCategories()
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{
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#if USE_COG
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FCogDebugLogCategoryManager::AddLogCategory(LogAbilitySystem);
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FCogDebugLogCategoryManager::AddLogCategory(LogGameplayEffects);
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FCogDebugLogCategoryManager::AddLogCategory(LogCogCollision);
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FCogDebugLogCategoryManager::AddLogCategory(LogCogInput);
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FCogDebugLogCategoryManager::AddLogCategory(LogCogPosition);
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FCogDebugLogCategoryManager::AddLogCategory(LogAbilitySystem, "AbilitySystem");
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FCogDebugLogCategoryManager::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogCollision, "Collision");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogInput, "Input");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogPosition, "Position");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogRotation, "Rotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogControlRotation, "ControlRotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation");
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FCogDebugLogCategoryManager::AddLogCategory(LogCogSkeleton, "Skeleton");
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#endif //USE_COG
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}
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}
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