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Commit6a676a3

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Merge pull request#13 from Laavenx/patch-1
Fixed Packaging problem
2 parents04bd1d3 +0bbe766 commit6a676a3

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1 file changed

+12
-9
lines changed

1 file changed

+12
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‎Source/GAS_Example/AbilitySystem/GameplayEffects/TurnBased/TurnBasedGameplayEffect.cpp‎

Lines changed: 12 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -33,14 +33,17 @@ void UTurnBasedGameplayEffect::PostInitProperties()
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// Clear duration magnitude values
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DurationMagnitude =FGameplayEffectModifierMagnitude();
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36-
// Always add the Turn based component
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FindOrAddComponent<UTurnBasedGameplayEffectComponent>();
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// Always add the Turn based asset tag.
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UAssetTagsGameplayEffectComponent& AssetTagComponent = FindOrAddComponent<UAssetTagsGameplayEffectComponent>();
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FInheritedTagContainer Tags = AssetTagComponent.GetConfiguredAssetTagChanges();
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Tags.AddTag(TurnBasedNativeGameplayTags::TAG_Effect_Type_TurnBased.GetTag());
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AssetTagComponent.SetAndApplyAssetTagChanges(Tags);
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if (!IsRunningCommandlet())
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{
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// Always add the Turn based component
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FindOrAddComponent<UTurnBasedGameplayEffectComponent>();
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// Always add the Turn based asset tag.
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UAssetTagsGameplayEffectComponent& AssetTagComponent = FindOrAddComponent<UAssetTagsGameplayEffectComponent>();
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FInheritedTagContainer Tags = AssetTagComponent.GetConfiguredAssetTagChanges();
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Tags.AddTag(TurnBasedNativeGameplayTags::TAG_Effect_Type_TurnBased.GetTag());
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AssetTagComponent.SetAndApplyAssetTagChanges(Tags);
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}
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// For now, we limit turn based effect to only one stack, not refreshable.
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StackingType = EGameplayEffectStackingType::AggregateByTarget;
@@ -262,4 +265,4 @@ EDataValidationResult UTurnBasedGameplayEffect::IsDataValid(class FDataValidatio
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}
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#endif
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265-
#undef LOCTEXT_NAMESPACE
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#undef LOCTEXT_NAMESPACE

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