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https://github.com/Ed94/Cog.git
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unify abilities data asset
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@@ -2,7 +2,6 @@
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "AssetRegistry/IAssetRegistry.h"
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#include "CogCommon.h"
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#include "CogSampleFunctionLibrary_Tag.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameMode.h"
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@@ -10,10 +9,7 @@
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#include "Modules/ModuleManager.h"
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#if ENABLE_COG
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#include "CogAbilityDataAsset_Abilities.h"
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#include "CogAbilityDataAsset_Cheats.h"
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#include "CogAbilityDataAsset_Pools.h"
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#include "CogAbilityDataAsset_Tweaks.h"
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityModule.h"
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#include "CogAbilityWindow_Abilities.h"
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#include "CogAbilityWindow_Attributes.h"
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@@ -167,25 +163,27 @@ void ACogSampleGameState::InitializeCog()
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//---------------------------------------
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// Abilities
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//---------------------------------------
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Abilities>();
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const UCogAbilityDataAsset* AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
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CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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AbilitiesWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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AttributesWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CheatsWindow->SetCheatsAsset(GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>());
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CheatsWindow->SetAsset(AbilitiesAsset);
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UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
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EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
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EffectsWindow->PositiveEffectTag = Tag_Effect_Alignment_Positive;
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EffectsWindow->Asset = AbilitiesAsset;
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UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
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PoolsWindow->PoolsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Pools>();
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PoolsWindow->Asset = AbilitiesAsset;
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CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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TweaksWindow->TweaksAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Tweaks>();
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TweaksWindow->Asset = AbilitiesAsset;
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//---------------------------------------
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// Input
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