added blend by bone and blend by bool in animBP to the attack montage
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@@ -10,5 +10,5 @@ bDynamicReplication=False
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InvalidTagCharacters="\"\',"
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NumBitsForContainerSize=6
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NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="ability.basicattack",DevComment="")
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+GameplayTagList=(Tag="ability.basicattack",DevComment="Ability Tag assigned to basic attack abilities")
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@@ -4,6 +4,13 @@
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#include "GAS/GA_Combo.h"
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#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
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#include "GAS/UCAbilitySystemStatics.h"
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UGA_Combo::UGA_Combo()
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{
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AbilityTags.AddTag(UCAbilitySystemStatics::GetBasicAttackAbilityTag());
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BlockAbilitiesWithTag.AddTag(UCAbilitySystemStatics::GetBasicAttackAbilityTag());
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}
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void UGA_Combo::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
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const FGameplayAbilityActorInfo* ActorInfo,
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@@ -14,6 +14,7 @@ class CRUNCH_API UGA_Combo : public UCGameplayAbility
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{
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GENERATED_BODY()
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public:
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UGA_Combo();
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virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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private:
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UPROPERTY(EditDefaultsOnly, Category="Amination")
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8
Source/Crunch/Public/GAS/UCAbilitySystemStatics.cpp
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8
Source/Crunch/Public/GAS/UCAbilitySystemStatics.cpp
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@@ -0,0 +1,8 @@
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#include "UCAbilitySystemStatics.h"
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#include "GameplayTagContainer.h"
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FGameplayTag UCAbilitySystemStatics::GetBasicAttackAbilityTag()
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{
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return FGameplayTag::RequestGameplayTag("ability.basicattack");
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}
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16
Source/Crunch/Public/GAS/UCAbilitySystemStatics.h
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16
Source/Crunch/Public/GAS/UCAbilitySystemStatics.h
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@@ -0,0 +1,16 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "UCAbilitySystemStatics.generated.h"
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UCLASS()
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class UCAbilitySystemStatics: public UObject
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{
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GENERATED_BODY()
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public:
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static FGameplayTag GetBasicAttackAbilityTag();
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};
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