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https://github.com/Ed94/Cog.git
synced 2026-06-13 00:01:37 -07:00
Add a CogAll module to ease the integration for projects that want all windows
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@@ -26,13 +26,14 @@ public class CogSample : ModuleRules
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{
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"CogDebug",
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"CogImgui",
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"CogWindow",
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"CogEngine",
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"CogAbility",
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"CogAI",
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"CogAll",
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"CogDebug",
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"CogEngine",
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"CogImgui",
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"CogInput",
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"CogWindow",
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});
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}
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}
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@@ -355,6 +355,8 @@ void ACogSampleCharacter::TryFinishInitialize()
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ACogAbilityReplicator::TryApplyAllTweaksOnActor(this);
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#endif //ENABLE_COG
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RefreshScale();
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RegisterToAbilitySystemEvents();
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bIsInitialized = true;
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@@ -679,12 +681,13 @@ void ACogSampleCharacter::OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::OnScaleAttributeChanged(const FOnAttributeChangeData& Data)
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{
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//----------------------------------------------------------------------------------
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// 'Data.NewValue' is not used because it seems to only corresponds to the changes
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// of the BaseValue which do not account for the temporary modifiers.
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//----------------------------------------------------------------------------------
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const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(Data.Attribute);
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RefreshScale();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleCharacter::RefreshScale()
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{
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const float CurrentScaleValue = AbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Misc::GetScaleAttribute());
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Scale = CurrentScaleValue;
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MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, Scale, this);
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@@ -344,6 +344,8 @@ protected:
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void UpdateActiveAbilitySlots();
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void RefreshScale();
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UFUNCTION()
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void OnRep_Scale();
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@@ -1,48 +1,14 @@
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#include "CogSampleGameState.h"
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#include "CogSampleAbilitySystemComponent.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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#include "GameFramework/GameState.h"
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#include "Modules/ModuleManager.h"
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#if ENABLE_COG
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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#include "CogAbilityWindow_Cheats.h"
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#include "CogAbilityWindow_Effects.h"
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#include "CogAbilityWindow_Pools.h"
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#include "CogAbilityWindow_Tags.h"
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#include "CogAbilityWindow_Tweaks.h"
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#include "CogAIWindow_BehaviorTree.h"
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#include "CogAIWindow_Blackboard.h"
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#include "CogAll.h"
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#include "CogDebugPlot.h"
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#include "CogEngineWindow_CollisionTester.h"
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#include "CogEngineWindow_CollisionViewer.h"
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#include "CogEngineWindow_CommandBindings.h"
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#include "CogEngineWindow_DebugSettings.h"
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#include "CogEngineWindow_ImGui.h"
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#include "CogEngineWindow_Inspector.h"
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#include "CogEngineWindow_LogCategories.h"
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#include "CogEngineWindow_Metrics.h"
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#include "CogEngineWindow_NetEmulation.h"
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#include "CogEngineWindow_OutputLog.h"
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#include "CogEngineWindow_Plots.h"
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#include "CogEngineWindow_Scalability.h"
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#include "CogEngineWindow_Selection.h"
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#include "CogEngineWindow_Skeleton.h"
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#include "CogEngineWindow_Slate.h"
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#include "CogEngineWindow_Spawns.h"
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#include "CogEngineWindow_Stats.h"
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#include "CogEngineWindow_TimeScale.h"
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#include "CogEngineWindow_Transform.h"
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#include "CogInputWindow_Actions.h"
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#include "CogInputWindow_Gamepad.h"
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#include "CogSampleWindow_Team.h"
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#include "CogWindowManager.h"
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#include "GameFramework/GameUserSettings.h"
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#endif //ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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@@ -67,7 +33,10 @@ void ACogSampleGameState::BeginPlay()
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AbilitySystemComponent->InitAbilityActorInfo(this, this);
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#if ENABLE_COG
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InitializeCog();
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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Cog::AddAllWindows(*CogWindowManager);
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CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
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#endif //ENABLE_COG
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}
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@@ -97,11 +66,6 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
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FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
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FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
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//const float LocalWorldTime = GetWorld()->GetTimeSeconds();
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//const float ServerWorldTime = GetServerWorldTimeSeconds();
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//const float ServerWorldTimeDelta = LocalWorldTime - ServerWorldTime;
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//FCogDebugPlot::PlotValue(this, "Server World Time Delta", ServerWorldTimeDelta);
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if (CogWindowManager != nullptr)
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{
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CogWindowManager->Tick(DeltaSeconds);
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@@ -109,99 +73,3 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
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#endif //ENABLE_COG
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}
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#if ENABLE_COG
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//--------------------------------------------------------------------------------------------------------------------------
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void ACogSampleGameState::InitializeCog()
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{
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager->AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogWindowManager->AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogWindowManager->AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager->AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager->AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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{
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UserSettings->ApplySettings(true);
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}
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});
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CogWindowManager->AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager->AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager->AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager->AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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FCogEngineWindow_Selection* SelectionWindow = CogWindowManager->AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
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CogWindowManager->AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager->AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager->AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogWindowManager->AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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FCogEngineWindow_Stats* StatsWindow = CogWindowManager->AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager->AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager->AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager->AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager->AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager->AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogWindowManager->AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager->AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager->AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager->AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
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CogWindowManager->AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager->AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager->AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager->AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager->AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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}
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#endif //ENABLE_COG
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