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add possession in selection window
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@@ -2,6 +2,7 @@
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "CogInterfacePossessor.h"
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#include "GameFramework/PlayerController.h"
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#include "CogSamplePlayerController.generated.h"
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@@ -15,7 +16,9 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCogSampleControlledCharacterChan
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(config=Game)
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class ACogSamplePlayerController : public APlayerController
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class ACogSamplePlayerController
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: public APlayerController
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, public ICogInterfacePossessor
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{
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GENERATED_BODY()
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@@ -28,18 +31,18 @@ public:
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virtual void Tick(float DeltaSeconds) override;
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//----------------------------------------------------------------------------------------------------------------------
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// Control
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// Possession
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintCallable)
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virtual void SetPossession(APawn* NewPawn) override;
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UFUNCTION(BlueprintCallable)
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virtual void ResetPossession() override;
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virtual void OnPossess(APawn* NewPawn) override;
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virtual void AcknowledgePossession(APawn* NewPawn) override;
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UFUNCTION(BlueprintCallable)
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void ControlCharacter(ACogSampleCharacter* NewCharacter);
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UFUNCTION(BlueprintCallable)
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void ResetControlledPawn();
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UPROPERTY(BlueprintAssignable)
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FCogSampleControlledCharacterChangedEventDelegate OnControlledCharacterChanged;
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@@ -57,14 +60,14 @@ public:
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private:
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//----------------------------------------------------------------------------------------------------------------------
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// Control
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// Possession
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//----------------------------------------------------------------------------------------------------------------------
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UPROPERTY(BlueprintReadonly, meta = (AllowPrivateAccess = "true"))
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TWeakObjectPtr<ACogSampleCharacter> ControlledCharacter = nullptr;
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TWeakObjectPtr<ACogSampleCharacter> PossessedCharacter = nullptr;
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UPROPERTY(BlueprintReadonly, meta = (AllowPrivateAccess = "true"))
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TWeakObjectPtr<ACogSampleCharacter> InitialControlledCharacter = nullptr;
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TWeakObjectPtr<ACogSampleCharacter> InitialPossessedCharacter = nullptr;
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//----------------------------------------------------------------------------------------------------------------------
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// Targeting
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