change pointers to use TObjectPtr
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Content/__ExternalActors__/TempLevel/0/O7/HFF6ETA4ZE9NY8DR7B5RMP.uasset
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Content/__ExternalActors__/TempLevel/6/67/01SC3MK1YVTR9FL7SKC1X6.uasset
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Content/__ExternalActors__/TempLevel/6/67/01SC3MK1YVTR9FL7SKC1X6.uasset
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@@ -5,7 +5,7 @@
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#include "Net/UnrealNetwork.h"
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#include "Net/UnrealNetwork.h"
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void UCAttributeSet::GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const
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void UCAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Health, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(UCAttributeSet, Health, COND_None, REPNOTIFY_Always);
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@@ -18,6 +18,7 @@ void UCAttributeSet::OnRep_Health(const FGameplayAttributeData& OldValue)
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{
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, Health, OldValue);
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GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, Health, OldValue);
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}
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}
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void UCAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue)
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void UCAttributeSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue)
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{
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MaxHealth, OldValue);
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GAMEPLAYATTRIBUTE_REPNOTIFY(UCAttributeSet, MaxHealth, OldValue);
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@@ -14,7 +14,7 @@ void ACPlayerController::OnPossess(APawn* InPawn)
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}
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}
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}
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}
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void ACPlayerController::AcknowledgePossession(class APawn* P)
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void ACPlayerController::AcknowledgePossession(APawn* P)
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{
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{
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Super::AcknowledgePossession(P);
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Super::AcknowledgePossession(P);
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if (CPlayerCharacter = Cast<ACPlayerCharacter>(P); IsValid(CPlayerCharacter))
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if (CPlayerCharacter = Cast<ACPlayerCharacter>(P); IsValid(CPlayerCharacter))
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@@ -6,6 +6,8 @@
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#include "Animation/AnimInstance.h"
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#include "Animation/AnimInstance.h"
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#include "CAnimInstance.generated.h"
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#include "CAnimInstance.generated.h"
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class UCharacterMovementComponent;
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UCLASS()
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UCLASS()
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class CRUNCH_API UCAnimInstance : public UAnimInstance
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class CRUNCH_API UCAnimInstance : public UAnimInstance
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{
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{
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@@ -45,9 +47,9 @@ public:
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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ACharacter* OwnerCharacter;
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TObjectPtr<ACharacter> OwnerCharacter;
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UPROPERTY()
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UPROPERTY()
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class UCharacterMovementComponent* OwnerMovementComp;
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TObjectPtr<UCharacterMovementComponent> OwnerMovementComp;
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UPROPERTY()
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UPROPERTY()
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float Speed{0.f};
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float Speed{0.f};
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float YawSpeed{0.f};
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float YawSpeed{0.f};
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@@ -27,7 +27,7 @@ public:
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private:
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private:
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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UPROPERTY(EditDefaultsOnly, Category="Gameplay Effects")
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UCAbilitySystemComponent* CAbilitySystemComponent;
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TObjectPtr<UCAbilitySystemComponent> CAbilitySystemComponent;
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UPROPERTY(BlueprintReadOnly, Category="Gameplay Effects", meta=(AllowPrivateAccess=true))
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UPROPERTY(BlueprintReadOnly, Category="Gameplay Effects", meta=(AllowPrivateAccess=true))
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const UCAttributeSet* CAttributeSet;
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TObjectPtr<UCAttributeSet> CAttributeSet;
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};
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};
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@@ -6,6 +6,10 @@
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#include "CCharacter.h"
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#include "CCharacter.h"
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#include "CPlayerCharacter.generated.h"
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#include "CPlayerCharacter.generated.h"
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class UInputAction;
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class UInputMappingContext;
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class UCameraComponent;
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class USpringArmComponent;
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struct FInputActionValue;
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struct FInputActionValue;
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UCLASS()
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UCLASS()
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@@ -26,21 +30,21 @@ public:
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private:
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private:
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UPROPERTY(VisibleDefaultsOnly, Category= "View")
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UPROPERTY(VisibleDefaultsOnly, Category= "View")
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class USpringArmComponent* CameraBoom;
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TObjectPtr<USpringArmComponent> CameraBoom;
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UPROPERTY(VisibleDefaultsOnly, Category= "View")
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UPROPERTY(VisibleDefaultsOnly, Category= "View")
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class UCameraComponent* ViewCamera;
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TObjectPtr<UCameraComponent> ViewCamera;
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UPROPERTY(EditDefaultsOnly, Category= "View")
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UPROPERTY(EditDefaultsOnly, Category= "View")
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FRotator RotationRate{FRotator(0.0f, 720.0f, 0.0f)};
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FRotator RotationRate{FRotator(0.0f, 720.0f, 0.0f)};
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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class UInputMappingContext* GameplayMappingContext;
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TObjectPtr<UInputMappingContext> GameplayMappingContext;
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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class UInputAction* JumpInputAction;
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TObjectPtr<UInputAction> JumpInputAction;
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UInputAction* LookInputAction;
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TObjectPtr<UInputAction> LookInputAction;
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UPROPERTY(EditDefaultsOnly, Category= "Input")
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UInputAction* MoveInputAction;
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TObjectPtr<UInputAction> MoveInputAction;
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void HandleLookInput(const FInputActionValue& InputActionValue);
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void HandleLookInput(const FInputActionValue& InputActionValue);
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void HandleMoveInput(const FInputActionValue& InputActionValue);
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void HandleMoveInput(const FInputActionValue& InputActionValue);
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@@ -1,4 +1,4 @@
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// Multipalyer By Caleb
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// Multiplayer By Caleb
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#pragma once
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#pragma once
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@@ -6,6 +6,8 @@
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerController.h"
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#include "CPlayerController.generated.h"
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#include "CPlayerController.generated.h"
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class ACPlayerCharacter;
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UCLASS()
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UCLASS()
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class CRUNCH_API ACPlayerController : public APlayerController
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class CRUNCH_API ACPlayerController : public APlayerController
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{
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{
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@@ -17,5 +19,5 @@ public:
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private:
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private:
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UPROPERTY()
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UPROPERTY()
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class ACPlayerCharacter* CPlayerCharacter;
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TObjectPtr<ACPlayerCharacter> CPlayerCharacter;
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};
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};
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@@ -23,9 +23,9 @@ private:
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UPROPERTY(EditAnywhere, Category="Visual")
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UPROPERTY(EditAnywhere, Category="Visual")
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FLinearColor BarColor;
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FLinearColor BarColor;
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UPROPERTY(EditAnywhere, meta=(BindWidget))
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UPROPERTY(EditAnywhere, meta=(BindWidget))
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UProgressBar* ProgressBar;
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TObjectPtr<UProgressBar> ProgressBar;
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UPROPERTY(EditAnywhere, meta=(BindWidget))
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UPROPERTY(EditAnywhere, meta=(BindWidget))
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UTextBlock* ValueText;
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TObjectPtr<UTextBlock> ValueText;
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};
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};
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