Course 90.
Created native gameplay tags.
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@@ -19,11 +19,6 @@ void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Ou
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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//Replicate Lifetime of each attribute
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Health, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Mana, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxMana, COND_None, REPNOTIFY_Always);
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/*Primary Stats
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*Strength, Intelligence, Resilience, Vigor
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*/
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@@ -44,7 +39,15 @@ void UAuraAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Ou
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, CriticalHitResistance, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, HealthRegeneration, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, ManaRegeneration, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxHealth, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, MaxMana, COND_None, REPNOTIFY_Always);
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/*Vital Stats
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*Max Health - Have to be initialized after MaxHealth as an Instant Gameplay Effect
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* Max Mana - Has to be initialized after MaxMana as an Instant Gameplay Effect
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*/
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Health, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet, Mana, COND_None, REPNOTIFY_Always);
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}
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void UAuraAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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