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3160d68a46
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021f30632a
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// Copyright
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#include "Player/VRAbilitySystemPlayerState.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystem/VRAbilitySystemComponent.h"
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AVRAbilitySystemPlayerState::AVRAbilitySystemPlayerState(FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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VRAbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<UVRAbilitySystemComponent>(this, TEXT("Ability System Component"));
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VRAbilitySystemComponent->SetIsReplicated(true);
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VRAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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// Do attribute sets in derived classes
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// If multiplayer, update at a relatively high frequency to update ASC appropriately
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NetUpdateFrequency = 100.f; // This is the setting Lyra uses
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}
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UAbilitySystemComponent* AVRAbilitySystemPlayerState::GetAbilitySystemComponent() const
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{
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return CastChecked<UAbilitySystemComponent>(VRAbilitySystemComponent);
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}
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@ -60,22 +60,8 @@ void AVRPlayerController::OnPossess(APawn* InPawn)
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UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
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UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
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}
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}
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// UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
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UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
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// {
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// if (!CachedAbilitySystemComponent.IsValid())
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// {
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// CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
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// UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
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//
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// if (!CachedAbilitySystemComponent.IsValid()) return nullptr;
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// }
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//
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// return CachedAbilitySystemComponent.Get();
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// }
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UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
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{
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{
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// return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
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if (!CachedAbilitySystemComponent.IsValid())
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if (!CachedAbilitySystemComponent.IsValid())
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{
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{
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CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
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CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
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@ -87,6 +73,11 @@ UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
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return CachedAbilitySystemComponent.Get();
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return CachedAbilitySystemComponent.Get();
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}
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}
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UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
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{
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return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
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}
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void AVRPlayerController::Input_AbilityTagPressed(FGameplayTag InTag)
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void AVRPlayerController::Input_AbilityTagPressed(FGameplayTag InTag)
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{
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{
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if (!GetVRAbilitySystemComponent())
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if (!GetVRAbilitySystemComponent())
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@ -1,32 +0,0 @@
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// Copyright
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#pragma once
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#include "CoreMinimal.h"
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#include "AbilitySystemInterface.h"
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#include "GameFramework/PlayerState.h"
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#include "VRAbilitySystemPlayerState.generated.h"
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class UVRAbilitySystemComponent;
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/**
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*
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*/
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UCLASS()
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class VRGAS_API AVRAbilitySystemPlayerState : public APlayerState, public IAbilitySystemInterface
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{
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GENERATED_BODY()
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public:
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// ReSharper disable once CppNonExplicitConvertingConstructor
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AVRAbilitySystemPlayerState(FObjectInitializer& ObjectInitializer);
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//~ Begin IAbilitySystemInterface
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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//~ End IAbilitySystemInterface
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AbilitySystem")
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UVRAbilitySystemComponent* VRAbilitySystemComponent;
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};
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@ -25,7 +25,7 @@ public:
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//~ Begin APlayerController Interface
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//~ Begin APlayerController Interface
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virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
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virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
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//~ End APlayerController Interface
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//~ End APlayerContoller Interface
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protected:
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protected:
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// TODO: Implement controller
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// TODO: Implement controller
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@ -42,12 +42,12 @@ protected:
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#pragma region GAS
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#pragma region GAS
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UPROPERTY()
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UPROPERTY()
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TWeakObjectPtr<UVRAbilitySystemComponent> CachedAbilitySystemComponent;
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TWeakObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
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// UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
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UFUNCTION(BlueprintPure, Category = "Ability System", meta = (HideSelfPin))
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// UAbilitySystemComponent* GetAbilitySystemComponent();
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UAbilitySystemComponent* GetAbilitySystemComponent();
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UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
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UFUNCTION(BlueprintPure, Category = "Ability System", meta = (HideSelfPin))
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UVRAbilitySystemComponent* GetVRAbilitySystemComponent();
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UVRAbilitySystemComponent* GetVRAbilitySystemComponent();
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void Input_AbilityTagPressed(FGameplayTag InTag);
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void Input_AbilityTagPressed(FGameplayTag InTag);
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