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https://github.com/Ed94/Cog.git
synced 2026-07-24 08:27:51 +00:00
Fix garbage collection unloading cog assets
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@@ -60,5 +60,5 @@ private:
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bool ShowQuery = false;
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UPROPERTY()
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TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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};
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@@ -32,5 +32,5 @@ protected:
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private:
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UPROPERTY()
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TWeakObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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TObjectPtr<const UCogEngineDataAsset> Asset = nullptr;
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};
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@@ -66,5 +66,5 @@ private:
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TArray<FGameplayAbilitySpecHandle> OpenedAbilities;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -54,5 +54,5 @@ private:
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ImGuiTextFilter Filter;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -45,5 +45,5 @@ private:
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TArray<FString> AppliedCheats;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -55,5 +55,5 @@ protected:
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ImVec4 GetEffectModifierColor(const FModifierSpec& ModSpec, const FGameplayModifierInfo& ModInfo, float BaseValue) const;
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -29,5 +29,5 @@ protected:
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virtual void DrawPool(const UAbilitySystemComponent* AbilitySystemComponent, const FCogAbilityPool& Pool);
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -31,5 +31,5 @@ protected:
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private:
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UPROPERTY()
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TWeakObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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TObjectPtr<const UCogAbilityDataAsset> Asset = nullptr;
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};
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@@ -39,7 +39,7 @@ private:
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float RepeatTime = 0.0f;
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UPROPERTY()
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TWeakObjectPtr<const UCogInputDataAsset> Asset = nullptr;
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TObjectPtr<const UCogInputDataAsset> Asset = nullptr;
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TArray<FCogInjectActionInfo> Actions;
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};
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@@ -76,7 +76,7 @@ private:
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float RepeatPeriod = 0.5f;
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UPROPERTY()
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TWeakObjectPtr<const UCogInputDataAsset> Asset;
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TObjectPtr<const UCogInputDataAsset> Asset;
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TMap<FKey, FCogInjectActionInfo> Actions;
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