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sample UI ability cooldown
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@@ -13,20 +13,26 @@ public:
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UCogSampleGameplayAbility();
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const FGameplayTag& GetSlotTag() const { return SlotTag; }
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void SetSlotTag(FGameplayTag Value) { SlotTag = Value; }
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//----------------------------------------------------------------------------------------------------------------------
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// UGameplayAbility overrides
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//----------------------------------------------------------------------------------------------------------------------
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virtual void PreActivate(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, FOnGameplayAbilityEnded::FDelegate* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData) override;
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virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
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//----------------------------------------------------------------------------------------------------------------------
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// Cooldown & Cost
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//----------------------------------------------------------------------------------------------------------------------
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UFUNCTION(BlueprintNativeEvent, BlueprintPure, Category = Ability)
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float GetUnmitigatedCooldownDuration() const;
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UFUNCTION(BlueprintNativeEvent, BlueprintPure, Category = Ability)
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float GetUnmitigatedCost() const;
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const FGameplayTag& GetCooldownTag() const { return CooldownTag; }
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void SetCooldownTag(FGameplayTag Value) { CooldownTag = Value; }
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virtual const FGameplayTagContainer* GetCooldownTags() const override;
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virtual void ApplyCooldown(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
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@@ -37,6 +43,8 @@ public:
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virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
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UFUNCTION(BlueprintCallable, Category = Ability, BlueprintPure=false)
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virtual void GetCooldownInfos(float& TimeRemaining, float& CooldownDuration) const;
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//----------------------------------------------------------------------------------------------------------------------
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// Scalable Float
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@@ -56,7 +64,7 @@ private:
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bool IsCostGameplayEffectIsZero(const UGameplayEffect* GameplayEffect, float Level, const FGameplayEffectContextHandle& EffectContext) const;
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UPROPERTY(BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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FGameplayTag SlotTag;
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FGameplayTag CooldownTag;
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "Cooldowns", meta = (AllowPrivateAccess = "true"))
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FScalableFloat Cooldown;
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