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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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40
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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