Implemented AMyVICharacter
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EndlessVendetta/Source/EndlessVendetta/MyVICharacter.cpp
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EndlessVendetta/Source/EndlessVendetta/MyVICharacter.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyVICharacter.h"
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#include "GAS/VIAbilitySystemComponent.h"
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#include "Pawn/VIPawnVaultComponent.h"
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#include "MotionWarpingComponent.h"
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AMyVICharacter::AMyVICharacter(const FObjectInitializer& OI)
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: Super(OI)
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{
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VaultComponent = CreateDefaultSubobject<UVIPawnVaultComponent>(TEXT("PawnVaulting"));
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MotionWarpingComponent = CreateDefaultSubobject<UMotionWarpingComponent>(TEXT("MotionWarping"));
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}
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void AMyVICharacter::BeginPlay()
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{
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Super::BeginPlay();
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// Init simulated proxy
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if (AbilitySystem && GetLocalRole() == ROLE_SimulatedProxy)
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{
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// Will never have a valid controller
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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void AMyVICharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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// Init authority/standalone
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if (AbilitySystem)
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{
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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void AMyVICharacter::OnRep_Controller()
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{
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Super::OnRep_Controller();
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// Init local client
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if (AbilitySystem)
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{
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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EndlessVendetta/Source/EndlessVendetta/MyVICharacter.h
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EndlessVendetta/Source/EndlessVendetta/MyVICharacter.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "MyVICharacterAbilityBase.h"
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#include "MyVICharacter.generated.h"
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/**
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*
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*/
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UCLASS()
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class ENDLESSVENDETTA_API AMyVICharacter : public AMyVICharacterAbilityBase
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category = Vault)
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FVIAnimSet VaultAnimSet;
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UPROPERTY(EditDefaultsOnly, Category = Vault)
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FVITraceSettings VaultTraceSettings;
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AMyVICharacter(const FObjectInitializer& OI);
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virtual void BeginPlay() override;
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virtual void PossessedBy(AController* NewController) override;
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virtual void OnRep_Controller() override;
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virtual UVIPawnVaultComponent* GetPawnVaultComponent_Implementation() const override { return VaultComponent; }
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virtual UMotionWarpingComponent* GetMotionWarpingComponent_Implementation() const override { return MotionWarpingComponent; }
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virtual FVIAnimSet GetVaultAnimSet_Implementation() const override { return VaultAnimSet; }
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virtual FVITraceSettings GetVaultTraceSettings_Implementation() const override { return VaultTraceSettings; }
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};
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