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3 changes: 3 additions & 0 deletions Content/Data/CharacterAttributes.uasset
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3 changes: 3 additions & 0 deletions Content/Effects/GE_CharacterAttributes.uasset
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4 changes: 2 additions & 2 deletions Content/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.uasset
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4 changes: 2 additions & 2 deletions Content/ThirdPersonCPP/Maps/ThirdPersonExampleMap.umap
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2 changes: 2 additions & 0 deletions Data/CharacterAttributes.csv
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
,1
MaxHealth,100
13 changes: 11 additions & 2 deletions Source/Tutorial/TutorialCharacter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,10 @@

ATutorialCharacter::ATutorialCharacter()
{
AbilitySystemComponent = CreateDefaultSubobject<UAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Full);

Attributes = CreateDefaultSubobject<UTutorialAttributeSet>(TEXT("CharacterAttributes"));

// Set size for collision capsule
Expand Down Expand Up @@ -91,6 +95,11 @@ void ATutorialCharacter::BeginPlay()
InitEffects();
}

class UAbilitySystemComponent* ATutorialCharacter::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}

void ATutorialCharacter::OnResetVR()
{
// If Tutorial is added to a project via 'Add Feature' in the Unreal Editor the dependency on HeadMountedDisplay in Tutorial.Build.cs is not automatically propagated
Expand All @@ -104,12 +113,12 @@ void ATutorialCharacter::OnResetVR()

void ATutorialCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
Jump();
}

void ATutorialCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
StopJumping();
}

void ATutorialCharacter::TurnAtRate(float Rate)
Expand Down
14 changes: 10 additions & 4 deletions Source/Tutorial/TutorialCharacter.h
Original file line number Diff line number Diff line change
Expand Up @@ -6,13 +6,14 @@
#include "GameFramework/Character.h"
#include "TutorialAttributeSet.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemInterface.h"
#include "TutorialGameplayEffect.h"
#include "TutorialCharacter.generated.h"

class UTutorialGameplayEffect;

UCLASS(config=Game)
class ATutorialCharacter : public ACharacter
class ATutorialCharacter : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()

Expand All @@ -25,9 +26,6 @@ class ATutorialCharacter : public ACharacter
class UCameraComponent* FollowCamera;

public:
ATutorialCharacter();

virtual void BeginPlay() override;

UPROPERTY(EditDefaultsOnly, Category = "Abilities")
UAbilitySystemComponent* AbilitySystemComponent;
Expand All @@ -49,6 +47,14 @@ class ATutorialCharacter : public ACharacter
UPROPERTY(Replicated, BlueprintReadWrite, Category = "Effects")
TArray<FEffectKeyPair> Effects;

public:

ATutorialCharacter();

virtual void BeginPlay() override;

virtual class UAbilitySystemComponent* GetAbilitySystemComponent() const override;

protected:

UFUNCTION(BlueprintCallable, Category = "Effects")
Expand Down