Save and save often
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// Copyright Echo Devgroup
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#include "AbilitySystem/AuraAbilitySystemLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Player/AuraPlayerState.h"
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#include "UI/WidgetController/AuraWidgetController.h"
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#include "UI/HUD/AuraHUD.h"
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UOverlayWidgetController* UAuraAbilitySystemLibrary::GetOverlayWidgetController(const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetOverlayWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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UAttributeMenuWidgetController* UAuraAbilitySystemLibrary::GetAttributeMenuWidgetController(
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const UObject* WorldContextObject)
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{
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if (APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
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{
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(PC->GetHUD()))
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{
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AAuraPlayerState* PS = PC->GetPlayerState<AAuraPlayerState>();
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UAbilitySystemComponent* ASC = PS->GetAbilitySystemComponent();
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UAttributeSet* AS = PS->GetAttributeSet();
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const FWidgetControllerParams WidgetControllerParams(PC, PS, ASC, AS);
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return AuraHUD->GetAttributeMenuWidgetController(WidgetControllerParams);
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}
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}
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return nullptr;
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}
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21
Source/Aura/Private/AbilitySystem/Data/AttributeInfo.cpp
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21
Source/Aura/Private/AbilitySystem/Data/AttributeInfo.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/Data/AttributeInfo.h"
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FAuraAttributeInfo UAttributeInfo::FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound) const
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{
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for (const FAuraAttributeInfo& Info : AttributeInformation)
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{
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if (Info.AttributeTag.MatchesTagExact(AttributeTag))
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{
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return Info;
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}
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}
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if (bLogNotFound)
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{
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UE_LOG(LogTemp, Error, TEXT("AttributeInfo.cpp - Attribute not found - [%s] on AttributeInfo [%s]"), *AttributeTag.ToString(), *GetNameSafe(this));
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}
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return FAuraAttributeInfo();
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}
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5
Source/Aura/Private/AbilitySystem/Data/AuraDataAsset.cpp
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5
Source/Aura/Private/AbilitySystem/Data/AuraDataAsset.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/Data/AuraDataAsset.h"
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37
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxHealth.cpp
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37
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxHealth.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/MMC/MMC_MaxHealth.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Interact/CombatInterface.h"
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UMMC_MaxHealth::UMMC_MaxHealth()
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{
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VigorDef.AttributeToCapture = UAuraAttributeSet::GetVigorAttribute();
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VigorDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
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VigorDef.bSnapshot = false;
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RelevantAttributesToCapture.Add(VigorDef);
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}
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float UMMC_MaxHealth::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
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{
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const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
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const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
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FAggregatorEvaluateParameters EvaluateParams;
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EvaluateParams.SourceTags = SourceTags;
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EvaluateParams.TargetTags = TargetTags;
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float Vigor = 0.f;
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GetCapturedAttributeMagnitude(VigorDef, Spec, EvaluateParams, Vigor);
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Vigor = FMath::Max<float>(Vigor, 0.0f);
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ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
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const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
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return 80.f + 2.5f * Vigor + 10.f * PlayerLevel;
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}
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36
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxMana.cpp
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36
Source/Aura/Private/AbilitySystem/MMC/MMC_MaxMana.cpp
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// Copyright Echo Devgroup
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#include "AbilitySystem/MMC/MMC_MaxMana.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Interact/CombatInterface.h"
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UMMC_MaxMana::UMMC_MaxMana()
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{
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IntDef.AttributeToCapture = UAuraAttributeSet::GetIntelligenceAttribute();
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IntDef.AttributeSource = EGameplayEffectAttributeCaptureSource::Target;
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IntDef.bSnapshot = false;
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RelevantAttributesToCapture.Add(IntDef);
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}
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float UMMC_MaxMana::CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const
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{
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const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
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const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
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FAggregatorEvaluateParameters EvaluateParams;
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EvaluateParams.SourceTags = SourceTags;
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EvaluateParams.TargetTags = TargetTags;
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float Int = 0.f;
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GetCapturedAttributeMagnitude(IntDef, Spec, EvaluateParams, Int);
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Int = FMath::Max<float>(Int, 0.0f);
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ICombatInterface* CombatInterface = Cast<ICombatInterface>(Spec.GetContext().GetSourceObject());
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const int32 PlayerLevel = CombatInterface->GetPlayerLevel();
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return 50.f + 2.5f * Int + 5.f * PlayerLevel;
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}
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20
Source/Aura/Private/AuraAssetManager.cpp
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20
Source/Aura/Private/AuraAssetManager.cpp
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// Copyright Echo Devgroup
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#include "AuraAssetManager.h"
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#include "AuraGameplayTags.h"
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UAuraAssetManager& UAuraAssetManager::Get()
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{
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check(GEngine);
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UAuraAssetManager* AuraAssetManager = Cast<UAuraAssetManager>(GEngine->AssetManager);
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return * AuraAssetManager;
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}
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void UAuraAssetManager::StartInitialLoading()
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{
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Super::StartInitialLoading();
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FAuraGameplayTags::InitializeNativeGameplayTags();
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}
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39
Source/Aura/Private/AuraGameplayTags.cpp
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39
Source/Aura/Private/AuraGameplayTags.cpp
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// Copyright Echo Devgroup
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#include "AuraGameplayTags.h"
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#include "GameplayTagsManager.h"
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FAuraGameplayTags FAuraGameplayTags::GameplayTags;
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void FAuraGameplayTags::InitializeNativeGameplayTags()
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{
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//Vital Stats - Health, Mana, MaxHealth, MaxMana
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GameplayTags.Attributes_Vital_Health = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.Health"), FString(""));
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GameplayTags.Attributes_Vital_Mana = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.Mana"), FString(""));
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GameplayTags.Attributes_Vital_MaxHealth = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.MaxHealth"), FString(""));
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GameplayTags.Attributes_Vital_MaxMana = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Vital.MaxMana"), FString(""));
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//Primary Stats - Strength, Intelligence, Resilience, Vigor
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GameplayTags.Attributes_Primary_Strength = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Strength"), FString(""));
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GameplayTags.Attributes_Primary_Intelligence = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Intelligence"), FString(""));
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GameplayTags.Attributes_Primary_Resilience = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Resilience"), FString(""));
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GameplayTags.Attributes_Primary_Vigor = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Primary.Vigor"), FString(""));
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//Secondary Stats - Armor, Armor Penetration, Block Chance, Critical Hit Chance, Critical Hit Damage, Critical Hit Resistance, Health Regeneration, Mana Regeneration
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GameplayTags.Attributes_Secondary_Armor = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.Armor"), FString(""));
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GameplayTags.Attributes_Secondary_ArmorPenetration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.ArmorPenetration"), FString(""));
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GameplayTags.Attributes_Secondary_BlockChance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.BlockChance"), FString(""));
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GameplayTags.Attributes_Secondary_CriticalHitChance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitChance"), FString(""));
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GameplayTags.Attributes_Secondary_CriticalHitDamage = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitDamage"), FString(""));
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GameplayTags.Attributes_Secondary_CriticalHitResistance = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.CriticalHitResistance"), FString(""));
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GameplayTags.Attributes_Secondary_HealthRegeneration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.HealthRegeneration"), FString(""));
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GameplayTags.Attributes_Secondary_ManaRegeneration = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Secondary.ManaRegeneration"), FString(""));
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//Tertiary Stats - Resistances - Physical, Arcane, Fire, Lightning
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GameplayTags.Attributes_Resistance_Physical = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Physical"), FString(""));
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GameplayTags.Attributes_Resistance_Arcane = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Arcane"), FString(""));
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GameplayTags.Attributes_Resistance_Fire = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Fire"), FString(""));
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GameplayTags.Attributes_Resistance_Lightning = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Attributes.Resistance.Lightning"), FString(""));
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}
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@@ -0,0 +1,29 @@
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// Copyright Echo Devgroup
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#include "UI/WidgetController/AttributeMenuWidgetController.h"
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#include "AbilitySystem/Data/AttributeInfo.h"
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#include "AuraGameplayTags.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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void UAttributeMenuWidgetController::BindCallbacksToDependencies()
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{
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}
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void UAttributeMenuWidgetController::BroadcastInitialValues()
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{
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UAuraAttributeSet* AS = CastChecked<UAuraAttributeSet>(AttributeSet);
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check(AttributeInfo);
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FAuraAttributeInfo Info = AttributeInfo->FindAttributeInfoForTag(FAuraGameplayTags::Get().Attributes_Primary_Strength);
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Info.AttributeValue = AS->GetStrength();
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AttributeInfoDelegate.Broadcast(Info);
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}
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void UAttributeMenuWidgetController::BroadcastAttributeInfo(const FGameplayTag& AttributeTag,
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const FGameplayAttribute& Attribute) const
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{
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}
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