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Start to add hit impact on the sample
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemComponent.h"
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#include "CogSampleAbilitySystemComponent.generated.h"
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UCLASS(BlueprintType)
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class UCogSampleAbilitySystemComponent : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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void ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const;
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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void AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const;
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue"))
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void RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const;
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};
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