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| #pragma once
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| #include "GameFeatureAction_WorldActionBase.h"
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| #include "Abilities/GameplayAbility.h"
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| #include "AbilitySystem/LyraAbilitySet.h"
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| #include "GameFeatureAction_AddAbilities.generated.h"
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| struct FWorldContext;
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| class UInputAction;
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| class UAttributeSet;
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| class UDataTable;
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| struct FComponentRequestHandle;
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| class ULyraAbilitySet;
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| USTRUCT(BlueprintType)
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| struct FLyraAbilityGrant
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| {
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| GENERATED_BODY()
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| UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server"))
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| TSoftClassPtr<UGameplayAbility> AbilityType;
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| };
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| USTRUCT(BlueprintType)
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| struct FLyraAttributeSetGrant
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| {
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| GENERATED_BODY()
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| UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server"))
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| TSoftClassPtr<UAttributeSet> AttributeSetType;
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| UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server"))
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| TSoftObjectPtr<UDataTable> InitializationData;
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| };
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| USTRUCT()
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| struct FGameFeatureAbilitiesEntry
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| {
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| GENERATED_BODY()
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| UPROPERTY(EditAnywhere, Category="Abilities")
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| TSoftClassPtr<AActor> ActorClass;
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| UPROPERTY(EditAnywhere, Category="Abilities")
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| TArray<FLyraAbilityGrant> GrantedAbilities;
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| UPROPERTY(EditAnywhere, Category="Attributes")
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| TArray<FLyraAttributeSetGrant> GrantedAttributes;
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| UPROPERTY(EditAnywhere, Category="Attributes", meta=(AssetBundles="Client,Server"))
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| TArray<TSoftObjectPtr<const ULyraAbilitySet>> GrantedAbilitySets;
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| };
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| UCLASS(MinimalAPI, meta = (DisplayName = "Add Abilities"))
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| class UGameFeatureAction_AddAbilities final : public UGameFeatureAction_WorldActionBase
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| {
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| GENERATED_BODY()
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| public:
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| virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override;
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| virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override;
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| #if WITH_EDITOR
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| virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
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| #endif
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| UPROPERTY(EditAnywhere, Category="Abilities", meta=(TitleProperty="ActorClass", ShowOnlyInnerProperties))
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| TArray<FGameFeatureAbilitiesEntry> AbilitiesList;
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| private:
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| struct FActorExtensions
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| {
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| TArray<FGameplayAbilitySpecHandle> Abilities;
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| TArray<UAttributeSet*> Attributes;
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| TArray<FLyraAbilitySet_GrantedHandles> AbilitySetHandles;
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| };
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| struct FPerContextData
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| {
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| TMap<AActor*, FActorExtensions> ActiveExtensions;
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| TArray<TSharedPtr<FComponentRequestHandle>> ComponentRequests;
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| };
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| TMap<FGameFeatureStateChangeContext, FPerContextData> ContextData;
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| virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override;
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| void Reset(FPerContextData& ActiveData);
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| void HandleActorExtension(AActor* Actor, FName EventName, int32 EntryIndex, FGameFeatureStateChangeContext ChangeContext);
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| void AddActorAbilities(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData);
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| void RemoveActorAbilities(AActor* Actor, FPerContextData& ActiveData);
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| template<class ComponentType>
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| ComponentType* FindOrAddComponentForActor(AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData)
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| {
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| return Cast<ComponentType>(FindOrAddComponentForActor(ComponentType::StaticClass(), Actor, AbilitiesEntry, ActiveData));
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| }
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| UActorComponent* FindOrAddComponentForActor(UClass* ComponentType, AActor* Actor, const FGameFeatureAbilitiesEntry& AbilitiesEntry, FPerContextData& ActiveData);
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| };
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