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Start to add hit impact on the sample
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#include "CogSampleAbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "GameplayCueManager.h"
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#include "GameplayEffectTypes.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleAbilitySystemComponent::ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
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{
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if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
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{
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UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Executed, GameplayCueParameters);
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleAbilitySystemComponent::AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
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{
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if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
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{
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UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::OnActive, GameplayCueParameters);
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UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::WhileActive, GameplayCueParameters);
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleAbilitySystemComponent::RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const
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{
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if (AActor* ActorAvatar = AbilityActorInfo->AvatarActor.Get())
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{
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UAbilitySystemGlobals::Get().GetGameplayCueManager()->HandleGameplayCue(ActorAvatar, GameplayCueTag, EGameplayCueEvent::Type::Removed, GameplayCueParameters);
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}
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}
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