Cleaned up code per lesson 108
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@@ -25,7 +25,6 @@ AAuraCharacter::AAuraCharacter()
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void AAuraCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - PossessedBy"));
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InitAbilityActorInfo(); //Init Ability Actor Info for the Server
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AddCharacterAbilities();
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}
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@@ -33,7 +32,6 @@ void AAuraCharacter::PossessedBy(AController* NewController)
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void AAuraCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - OnRep_PlayerState"));
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InitAbilityActorInfo(); //Init Ability Actor Info for the Client
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}
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@@ -55,14 +53,11 @@ void AAuraCharacter::InitAbilityActorInfo() //Function to Init Ability Actor Inf
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AbilitySystemComponent = AuraPlayerState->GetAbilitySystemComponent();
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AttributeSet = AuraPlayerState->GetAttributeSet();
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - AttributeSet"));
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if (AAuraPlayerController* AuraPlayerController = Cast<AAuraPlayerController>(GetController()))
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{
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - Cast "));
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if (AAuraHUD* AuraHUD = Cast<AAuraHUD>(AuraPlayerController->GetHUD()))
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{
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//UE_LOG(LogTemp, Warning, TEXT("AuraCharacter.cpp - InitAbilityActorInfo - InitOverlay"));
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AuraHUD->InitOverlay(AuraPlayerController, AuraPlayerState, AbilitySystemComponent, AttributeSet);
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}
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}
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