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No commits in common. "3160d68a46a647268b761d45ba7ffad5c2dcfa94" and "021f30632a0806a5363557f2198b3452e217d1cc" have entirely different histories.

4 changed files with 11 additions and 76 deletions

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@ -1,24 +0,0 @@
// Copyright
#include "Player/VRAbilitySystemPlayerState.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystem/VRAbilitySystemComponent.h"
AVRAbilitySystemPlayerState::AVRAbilitySystemPlayerState(FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
VRAbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<UVRAbilitySystemComponent>(this, TEXT("Ability System Component"));
VRAbilitySystemComponent->SetIsReplicated(true);
VRAbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
// Do attribute sets in derived classes
// If multiplayer, update at a relatively high frequency to update ASC appropriately
NetUpdateFrequency = 100.f; // This is the setting Lyra uses
}
UAbilitySystemComponent* AVRAbilitySystemPlayerState::GetAbilitySystemComponent() const
{
return CastChecked<UAbilitySystemComponent>(VRAbilitySystemComponent);
}

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@ -60,22 +60,8 @@ void AVRPlayerController::OnPossess(APawn* InPawn)
UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
}
// UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
// {
// if (!CachedAbilitySystemComponent.IsValid())
// {
// CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
// UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetPawn()));
//
// if (!CachedAbilitySystemComponent.IsValid()) return nullptr;
// }
//
// return CachedAbilitySystemComponent.Get();
// }
UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
UAbilitySystemComponent* AVRPlayerController::GetAbilitySystemComponent()
{
// return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
if (!CachedAbilitySystemComponent.IsValid())
{
CachedAbilitySystemComponent = Cast<UVRAbilitySystemComponent>(
@ -87,6 +73,11 @@ UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
return CachedAbilitySystemComponent.Get();
}
UVRAbilitySystemComponent* AVRPlayerController::GetVRAbilitySystemComponent()
{
return Cast<UVRAbilitySystemComponent>(GetAbilitySystemComponent());
}
void AVRPlayerController::Input_AbilityTagPressed(FGameplayTag InTag)
{
if (!GetVRAbilitySystemComponent())

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@ -1,32 +0,0 @@
// Copyright
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/PlayerState.h"
#include "VRAbilitySystemPlayerState.generated.h"
class UVRAbilitySystemComponent;
/**
*
*/
UCLASS()
class VRGAS_API AVRAbilitySystemPlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
// ReSharper disable once CppNonExplicitConvertingConstructor
AVRAbilitySystemPlayerState(FObjectInitializer& ObjectInitializer);
//~ Begin IAbilitySystemInterface
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//~ End IAbilitySystemInterface
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AbilitySystem")
UVRAbilitySystemComponent* VRAbilitySystemComponent;
};

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@ -25,7 +25,7 @@ public:
//~ Begin APlayerController Interface
virtual void PostProcessInput(const float DeltaTime, const bool bGamePaused) override;
//~ End APlayerController Interface
//~ End APlayerContoller Interface
protected:
// TODO: Implement controller
@ -42,12 +42,12 @@ protected:
#pragma region GAS
UPROPERTY()
TWeakObjectPtr<UVRAbilitySystemComponent> CachedAbilitySystemComponent;
TWeakObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
// UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
// UAbilitySystemComponent* GetAbilitySystemComponent();
UFUNCTION(BlueprintPure, Category = "Ability System", meta = (HideSelfPin))
UAbilitySystemComponent* GetAbilitySystemComponent();
UFUNCTION(BlueprintPure, Category = "AbilitySystem", meta = (HideSelfPin))
UFUNCTION(BlueprintPure, Category = "Ability System", meta = (HideSelfPin))
UVRAbilitySystemComponent* GetVRAbilitySystemComponent();
void Input_AbilityTagPressed(FGameplayTag InTag);