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Add target acquisition in the sample
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@@ -7,6 +7,8 @@
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#include "CogDefines.h"
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#include "CogInterfaceAllegianceActor.h"
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#include "CogInterfaceDebugFilteredActor.h"
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#include "CogSampleTargetableInterface.h"
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#include "CogSampleTeamInterface.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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@@ -26,17 +28,6 @@ struct FCogSampleRootMotionParams;
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struct FGameplayEffectSpec;
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struct FOnAttributeChangeData;
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//--------------------------------------------------------------------------------------------------------------------------
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UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
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enum class ECogSampleAllegianceFilter : uint8
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{
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None = 0 UMETA(Hidden),
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Ally = 1 << 0,
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Neutral = 1 << 1,
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Enemy = 1 << 2,
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};
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ENUM_CLASS_FLAGS(ECogSampleAllegianceFilter);
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//--------------------------------------------------------------------------------------------------------------------------
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USTRUCT(BlueprintType)
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struct FActiveAbilityInfo
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@@ -72,6 +63,8 @@ class ACogSampleCharacter : public ACharacter
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, public IAbilitySystemInterface
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, public ICogInterfacesDebugFilteredActor
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, public ICogInterfacesAllegianceActor
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, public ICogSampleTeamInterface
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, public ICogSampleTargetableInterface
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{
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GENERATED_BODY()
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@@ -102,6 +95,13 @@ public:
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//----------------------------------------------------------------------------------------------------------------------
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ECogInterfacesAllegiance GetAllegianceWithOtherActor(const AActor* OtherActor) const override;
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//----------------------------------------------------------------------------------------------------------------------
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// ICogSampleTargetInterface overrides
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//----------------------------------------------------------------------------------------------------------------------
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virtual FVector GetTargetLocation() const override;
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virtual void GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const override;
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//----------------------------------------------------------------------------------------------------------------------
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void OnAcknowledgePossession(APlayerController* InController);
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@@ -181,13 +181,13 @@ public:
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintPure)
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int32 GetTeamID() const { return TeamID; }
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virtual int32 GetTeam() const override { return Team; }
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UFUNCTION(BlueprintCallable)
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void SetTeamID(int32 Value);
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
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int32 TeamID = 0;
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int32 Team = 0;
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//----------------------------------------------------------------------------------------------------------------------
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// Root Motion
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