mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
265 lines
9.9 KiB
C++
265 lines
9.9 KiB
C++
#include "FortGameplayAbility.h"
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#include "Templates/SubclassOf.h"
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void UFortGameplayAbility::TrackGroupedActor(AActor* ActorToTrack, FGameplayTag GroupTag) {
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}
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void UFortGameplayAbility::TrackActor(AActor* ActorToTrack) {
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}
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bool UFortGameplayAbility::ShouldPlayFailedMontage_Implementation(const FGameplayTagContainer& FailedReason) const {
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return false;
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}
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bool UFortGameplayAbility::SetupPreviewImageOverride_Implementation() {
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return false;
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}
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void UFortGameplayAbility::SetCameraMode(TSubclassOf<UFortCameraMode> CameraModeClass) {
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}
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void UFortGameplayAbility::SetAIFocalPoint(AActor* FocusTarget, FVector FocalPoint, bool bUseAttackingPriority) {
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}
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void UFortGameplayAbility::QueryGameplayEffectContainerTargetExecutionModifiers(FGameplayAbilityTargetDataHandle TargetData, const UFortAbilitySystemComponent* SrcAbilitySystem, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const UObject* SourceObject, const TArray<FGameplayEffectExecutionScopedModifierInfo>& InScopedMods, TArray<FActiveGameplayEffectHandle> InIgnoreHandles, TArray<FGameplayModifierEvaluatedData>& OutOutputModifiers, bool bTooltipRequest) const {
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}
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void UFortGameplayAbility::OnGenericNotifyFromAnimation_Implementation(FGameplayTag NotifyTag) {
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}
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void UFortGameplayAbility::MakeGameplayEffectContainerSpecs(FGameplayTag ApplicationTag, int32 GameplayEffectLevel, TArray<FFortGameplayEffectContainerSpec>& OutSpecContainers) {
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}
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FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
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return FFortGameplayEffectContainerSpec{};
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}
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void UFortGameplayAbility::K2_AbilityCompleted() {
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}
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bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const {
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return false;
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}
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bool UFortGameplayAbility::IsChargeUpAbility() const {
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return false;
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}
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TArray<AActor*> UFortGameplayAbility::GetTrackedGroupedActors(FGameplayTag GroupTag) const {
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return TArray<AActor*>();
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}
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TArray<AActor*> UFortGameplayAbility::GetTrackedActors() const {
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return TArray<AActor*>();
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}
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TSubclassOf<UFortTooltip> UFortGameplayAbility::GetTooltip(bool bSummaryTooltip) const {
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return NULL;
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}
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void UFortGameplayAbility::GetProjectileInitialValues(float& outProjectileSpeed, FRotator& outSpawnDirection, float& outProjectileGravity, AActor*& HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const {
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}
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int32 UFortGameplayAbility::GetOwningPlayerTeamPerkProgressiveActivationLevel() const {
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return 0;
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}
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int32 UFortGameplayAbility::GetMaxNumTrackedActors() const {
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return 0;
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}
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FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const {
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return FRotator{};
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}
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FVector UFortGameplayAbility::GetFireLocation() const {
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return FVector{};
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}
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UFortTooltipDisplayStatsList* UFortGameplayAbility::GetDisplayStats() const {
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return NULL;
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}
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AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const {
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return NULL;
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}
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UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const {
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return NULL;
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}
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void UFortGameplayAbility::GetCurrentAbilitySourceLevel(float& OutSourceLevel) const {
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}
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float UFortGameplayAbility::GetChargeTime() const {
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return 0.0f;
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}
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EFortAbilityChargeState UFortGameplayAbility::GetChargeState() const {
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return EFortAbilityChargeState::None;
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}
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float UFortGameplayAbility::GetChargePercent() const {
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return 0.0f;
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}
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void UFortGameplayAbility::GetAvatarAsValidFortPlayerPawn(EFortGetPlayerPawnExecutions& OutExec, AFortPlayerPawn*& OutFortPlayerPawn) {
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}
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AFortPlayerPawn* UFortGameplayAbility::GetAvatarAsFortPlayerPawn() const {
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return NULL;
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}
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FVector UFortGameplayAbility::GetAimLocationNearestPawn(AFortPawn* Instigator) {
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return FVector{};
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}
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AActor* UFortGameplayAbility::GetAIAbilityTarget() const {
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return NULL;
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}
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AFortPawn* UFortGameplayAbility::GetActivatingPawn() const {
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return NULL;
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}
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UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const {
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return NULL;
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}
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float UFortGameplayAbility::GetAbilityTargetingLevel_Implementation() const {
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return 0.0f;
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}
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FGameplayTagContainer UFortGameplayAbility::GetAbilityTags() const {
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return FGameplayTagContainer{};
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}
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void UFortGameplayAbility::ForceCameraLookDown(APlayerController* PC) {
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}
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void UFortGameplayAbility::EquipVehicleWeapon(UFortWeaponItemDefinition* WeaponDefinition, const int32 SeatIndex, const int32 ItemLevel) {
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}
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void UFortGameplayAbility::EquipAbilityWeapon(UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel) {
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}
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bool UFortGameplayAbility::DoesTargetHaveTags(const AActor* Target, const FGameplayTagContainer& Tags) const {
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return false;
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}
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bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const AActor* Target) const {
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return false;
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}
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void UFortGameplayAbility::ClearTrackedGroupedActors(FGameplayTag GroupTag, bool bDestroyActors) {
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}
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void UFortGameplayAbility::ClearTrackedActors(bool bDestroyActors) {
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}
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void UFortGameplayAbility::ClearCameraMode() {
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}
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void UFortGameplayAbility::ClearAIFocalPoint(bool bUseAttackingPriority) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHitProfile(FHitResult& OutHitResult, TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, FName CollisionProfile, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHit(FHitResult& OutHitResult, TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySplineProfile(TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, FName CollisionProfile, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySpline(TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::BP_GetGameplayEffectContainers(FGameplayTag ApplicationTag, TArray<FFortGameplayEffectContainer>& OutContainers) {
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}
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FFortGameplayEffectContainer UFortGameplayAbility::BP_GetGameplayEffectContainer(FGameplayTag ApplicationTag) {
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return FFortGameplayEffectContainer{};
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}
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FGameplayTagContainer UFortGameplayAbility::BP_GetCooldownTags() const {
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return FGameplayTagContainer{};
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}
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bool UFortGameplayAbility::ApplySourcePropertyOverrides(TArray<FName>& OverriddenPropertyNames) {
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return false;
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}
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TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainerWithCSVStats(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const FString& StatName) {
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return TArray<FActiveGameplayEffectHandle>();
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}
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TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
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return TArray<FActiveGameplayEffectHandle>();
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}
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FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const FVector& SourceLocation, const FVector& TargetLocation, float inDesiredThrowAngle) const {
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return FVector{};
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}
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void UFortGameplayAbility::AddDynamicGameplayEffectContainer(FGameplayTag& ApplicationTag, FFortGameplayEffectContainer& Container) {
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}
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UFortGameplayAbility::UFortGameplayAbility() {
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ActivationType = EFortGameplayAbilityActivation::Passive;
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ProjectileClass = NULL;
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bShowWidgetForCosts = true;
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bApplyingCostsEnabled = true;
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bStartWithCooldown = false;
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bPersistOnDeath = true;
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bDisableMoveCombining = false;
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bIgnoreClientActivationAttempts = false;
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bStopsAIBehaviorLogic = false;
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bStopsAIMovement = false;
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bStopsRVOAvoidance = false;
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bForceNormalAILOD = false;
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MinimumRequiredAILODLevel = EFortAILODLevel::MIN;
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bRelevantForAIDespawning = true;
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bUseTetheredPawnAsInstigator = false;
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bAcceptTargetActorVehicleForCanHitTests = false;
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bUseAIFireLocationAndRotation = false;
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AIWeaponUsage = EFortAIWeaponUsage::NoWeaponUsage;
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bVerifyFireOffsetIsNotObstructedByWorldGeometry = false;
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bCanHitBallisticTestsOnlyTestIndesructiblesWhileFalling = true;
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ActivationNoiseRange = 1;
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ImpactNoiseRange = 1;
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ActivationNoiseLoudness = 1;
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ImpactNoiseLoudness = 1;
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bLeadPawnTargets = false;
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DesiredThrowAngle = 1;
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MaxYawAngleToFire = 1;
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bClampMaxYawAngleToFire = false;
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bUseTargetActorLocation = false;
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InitialAccuracyMax = 1;
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InitialAccuracyMin = 1;
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TargetAccuracyMax = 1;
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TargetAccuracyMin = 1;
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MinAccuracyDistance = 1;
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MaxAccuracyDistance = 1;
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AccuracyDistanceMultiplier = 1;
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NumUsesToReachTargetAccuracy = 0;
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UseCount = 0;
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bIsMobileToggle = false;
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AbilityWeapon = NULL;
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SmallPreviewImageOverride = NULL;
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ChargeStartTime = 1;
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ChargeState = EFortAbilityChargeState::None;
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Tooltip = NULL;
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StatList = NULL;
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CurrentAbilityCameraModeClass = NULL;
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} |