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27
Source/Aura/Public/AbilitySystem/AuraAbilitySystemLibrary.h
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27
Source/Aura/Public/AbilitySystem/AuraAbilitySystemLibrary.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "UI/WidgetController/AttributeMenuWidgetController.h"
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#include "UI/WidgetController/OverlayWidgetController.h"
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#include "AuraAbilitySystemLibrary.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraAbilitySystemLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
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static UOverlayWidgetController* GetOverlayWidgetController(const UObject* WorldContextObject);
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UFUNCTION(BlueprintPure, Category="AuraAbilitySystem|Controller")
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static UAttributeMenuWidgetController* GetAttributeMenuWidgetController(const UObject* WorldContextObject);
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};
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40
Source/Aura/Public/AbilitySystem/Data/AttributeInfo.h
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Source/Aura/Public/AbilitySystem/Data/AttributeInfo.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "AttributeInfo.generated.h"
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USTRUCT(BlueprintType)
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struct FAuraAttributeInfo
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FGameplayTag AttributeTag = FGameplayTag();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText AttributeName = FText();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText AttributeDesc = FText();
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UPROPERTY(BlueprintReadOnly)
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float AttributeValue = 0.f;
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};
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/**
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*
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*/
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UCLASS()
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class AURA_API UAttributeInfo : public UDataAsset
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{
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GENERATED_BODY()
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public:
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FAuraAttributeInfo FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound = false) const;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FAuraAttributeInfo> AttributeInformation;
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};
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17
Source/Aura/Public/AbilitySystem/Data/AuraDataAsset.h
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17
Source/Aura/Public/AbilitySystem/Data/AuraDataAsset.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "AuraDataAsset.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraDataAsset : public UDataAsset
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{
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GENERATED_BODY()
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};
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24
Source/Aura/Public/AbilitySystem/MMC/MMC_MaxHealth.h
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24
Source/Aura/Public/AbilitySystem/MMC/MMC_MaxHealth.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayModMagnitudeCalculation.h"
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#include "MMC_MaxHealth.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UMMC_MaxHealth : public UGameplayModMagnitudeCalculation
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{
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GENERATED_BODY()
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public:
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UMMC_MaxHealth();
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virtual float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
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private:
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FGameplayEffectAttributeCaptureDefinition VigorDef;
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};
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24
Source/Aura/Public/AbilitySystem/MMC/MMC_MaxMana.h
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Source/Aura/Public/AbilitySystem/MMC/MMC_MaxMana.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayModMagnitudeCalculation.h"
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#include "MMC_MaxMana.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UMMC_MaxMana : public UGameplayModMagnitudeCalculation
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{
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GENERATED_BODY()
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public:
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UMMC_MaxMana();
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virtual float CalculateBaseMagnitude_Implementation(const FGameplayEffectSpec& Spec) const override;
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private:
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FGameplayEffectAttributeCaptureDefinition IntDef;
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};
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24
Source/Aura/Public/AuraAssetManager.h
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Source/Aura/Public/AuraAssetManager.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/AssetManager.h"
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#include "AuraAssetManager.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraAssetManager : public UAssetManager
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{
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GENERATED_BODY()
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public:
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static UAuraAssetManager& Get();
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protected:
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virtual void StartInitialLoading() override;
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private:
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};
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52
Source/Aura/Public/AuraGameplayTags.h
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52
Source/Aura/Public/AuraGameplayTags.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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/**
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* AuraGameplayTags
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*
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* Singleton containing native Gameplay Tags
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*/
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struct FAuraGameplayTags
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{
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public:
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static const FAuraGameplayTags& Get() { return GameplayTags; };
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static void InitializeNativeGameplayTags();
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//Vital Stats - Health, Mana, MaxHealth, MaxMana
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FGameplayTag Attributes_Vital_Health;
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FGameplayTag Attributes_Vital_Mana;
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FGameplayTag Attributes_Vital_MaxHealth;
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FGameplayTag Attributes_Vital_MaxMana;
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//Primary Stats - Strength, Intelligence, Resilience, Vigor
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FGameplayTag Attributes_Primary_Strength;
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FGameplayTag Attributes_Primary_Intelligence;
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FGameplayTag Attributes_Primary_Resilience;
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FGameplayTag Attributes_Primary_Vigor;
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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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FGameplayTag Attributes_Secondary_Armor;
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FGameplayTag Attributes_Secondary_ArmorPenetration;
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FGameplayTag Attributes_Secondary_BlockChance;
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FGameplayTag Attributes_Secondary_CriticalHitChance;
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FGameplayTag Attributes_Secondary_CriticalHitDamage;
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FGameplayTag Attributes_Secondary_CriticalHitResistance;
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FGameplayTag Attributes_Secondary_HealthRegeneration;
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FGameplayTag Attributes_Secondary_ManaRegeneration;
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//Tertiary Stats - Resistances - Physical, Arcane, Fire, Lightning
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FGameplayTag Attributes_Resistance_Physical;
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FGameplayTag Attributes_Resistance_Arcane;
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FGameplayTag Attributes_Resistance_Fire;
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FGameplayTag Attributes_Resistance_Lightning;
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protected:
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private:
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static FAuraGameplayTags GameplayTags;
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};
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@@ -0,0 +1,43 @@
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "UI/WidgetController/AuraWidgetController.h"
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#include "AttributeMenuWidgetController.generated.h"
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class UAttributeInfo;
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struct FAuraAttributeInfo;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAttributeInfoSignature, const FAuraAttributeInfo&, Info);
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/**
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*
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*/
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UCLASS(Blueprintable, BlueprintType)
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class AURA_API UAttributeMenuWidgetController : public UAuraWidgetController
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{
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GENERATED_BODY()
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public:
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virtual void BindCallbacksToDependencies() override;
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virtual void BroadcastInitialValues() override;
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UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")
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FAttributeInfoSignature AttributeInfoDelegate;
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//UPROPERTY(BlueprintAssignable, Category="GAS|Attributes")
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//FOnPlayerStatChangedSignature AttributePointsChangedDelegate;
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//UFUNCTION(BlueprintCallable)
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//void UpgradeAttribute(const FGameplayTag& AttributeTag);
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protected:
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UPROPERTY(EditDefaultsOnly)
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TObjectPtr<UAttributeInfo> AttributeInfo;
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private:
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void BroadcastAttributeInfo(const FGameplayTag& AttributeTag, const FGameplayAttribute& Attribute) const;
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};
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