Bugfix AMyVICharacterAbilityBase not Inheriting from AMyVICharacterBase
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:80bdfba79839b49cc81b7204874717f7e07053dc9ed0eb7268757ba8c4468dfc
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size 64721
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oid sha256:f70301bdf4ee6c0aef0b05a730ab99a9d39b8eb287d6e023a8dbb42642db2d0d
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size 65864
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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EndlessVendetta/Content/StarterContent/Props/MaterialSphere.uasset
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EndlessVendetta/Content/StarterContent/Props/MaterialSphere.uasset
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@ -2,11 +2,11 @@
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#include "MyVICharacterAbilityBase.h"
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////#include "Pawn/VICharacterAbilityBase.h"
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#include "Pawn/VICharacterAbilityBase.h"
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#include "GAS/VIAbilitySystemComponent.h"
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AMyVICharacterAbilityBase::AMyVICharacterAbilityBase(const FObjectInitializer& OI)
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: Super(OI)
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// : Super(OI)
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{
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AbilitySystem = CreateDefaultSubobject<UVIAbilitySystemComponent>(TEXT("AbilitySystem"));
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AbilitySystem->SetIsReplicated(true);
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@ -3,8 +3,8 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Pawn/VICharacterBase.h"
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#include "AbilitySystemInterface.h"
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#include "MyVICharacterBase.h"
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#include "MyVICharacterAbilityBase.generated.h"
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class UVIAbilitySystemComponent;
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@ -14,7 +14,7 @@ class UVIAbilitySystemComponent;
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* Allows switching replication mode in Blueprint for the sake of AI using Minimal instead of Mixed
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*/
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UCLASS()
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class ENDLESSVENDETTA_API AMyVICharacterAbilityBase : public AVICharacterBase, public IAbilitySystemInterface
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class ENDLESSVENDETTA_API AMyVICharacterAbilityBase : public AMyVICharacterBase, public IAbilitySystemInterface
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{
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GENERATED_BODY()
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