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Start to add hit impact on the sample
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@@ -65,6 +65,11 @@ public:
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bool CanGameplayCueBePredicted();
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/* NOT REPLICATED - Is this effect context made for a local gameplay cue. Used to know if a remote gameplay cue
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* created by the local player should be filtered when a local gameplay cue is played instead.
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*/
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bool bGameplayCueIsPredicted = false;
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/* REPLICATED */
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UPROPERTY()
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TArray<FCogSampleGameplayEffectContextFloatValue> FloatValues;
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@@ -91,6 +96,9 @@ class UCogSampleEffectContextLibrary : public UBlueprintFunctionLibrary
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public:
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UFUNCTION(BlueprintPure)
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static bool EffectContextGetGameplayCueIsPredicted(FGameplayEffectContextHandle EffectContext);
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UFUNCTION(BlueprintCallable)
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static void EffectContextSetFloatValue(FGameplayEffectContextHandle EffectContext, FName Name, float Value);
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