리아나 전체 모션 및 파운드 궁극기 모션 삽입
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/BP_Folder/DefaultClass.uasset
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Content/Character/Lb/Animation/ABP_Lb.uasset
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Content/Character/Lb/Animation/ABP_Lb.uasset
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Content/Character/Lb/Animation/R1_Anim.uasset
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Content/Character/Lb/Animation/R2_Anim.uasset
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Content/Character/Lb/Animation/R2_Anim.uasset
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Content/Character/Riana/Animation/ABP_Riana.uasset
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Content/Character/Riana/Animation/ABP_Riana.uasset
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Content/Character/Riana/Animation/Skill3_Anim.uasset
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Content/Character/Riana/Animation/Skill3_Anim.uasset
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Content/Character/Riana/Animation/Skill4_3_Anim.uasset
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Content/Character/Riana/Animation/Skill4_3_Anim.uasset
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Content/Character/Riana/BP_Riana.uasset
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Content/Character/Riana/BP_Riana.uasset
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Content/Effect/ETC/Burning.uasset
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Content/Effect/ETC/Burning.uasset
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Content/InputActions/InputMappingContext.uasset
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Content/InputActions/InputMappingContext.uasset
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Content/InputActions/Skill4.uasset
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Content/InputActions/Skill4.uasset
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Content/InputActions/Skill4_End.uasset
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Content/InputActions/Skill4_End.uasset
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Content/Maps/DevMap.umap
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Content/Maps/DevMap.umap
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Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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Content/StarterContent/Materials/M_Basic_Floor.uasset
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Content/StarterContent/Particles/Materials/M_Radial_Gradient.uasset
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Content/StarterContent/Particles/Materials/M_radial_ramp.uasset
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Content/StarterContent/Particles/Materials/m_flare_01.uasset
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Content/StarterContent/Particles/Materials/m_flare_01.uasset
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Source/Promether/AnimNotify/AN_Skill4_End.cpp
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Source/Promether/AnimNotify/AN_Skill4_End.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "AN_Skill4_End.h"
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#include "../PlayerGeneric/DefaultPlayerCharacter.h"
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void UAN_Skill4_End::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference)
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{
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ADefaultPlayerCharacter* MyCharacter = MeshComp->GetOwner<ADefaultPlayerCharacter>();
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if (!MyCharacter) return;
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MyCharacter->Skill4_End();
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}
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Source/Promether/AnimNotify/AN_Skill4_End.h
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Source/Promether/AnimNotify/AN_Skill4_End.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "AN_Skill4_End.generated.h"
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/**
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*
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*/
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UCLASS()
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class PROMETHER_API UAN_Skill4_End : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
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};
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@@ -133,7 +133,7 @@ FString ADeathmatch::InitNewPlayer(APlayerController* NewPlayerController, const
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//DebugPerpose
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if (Type == CharacterType::Lukriel)
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{
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Type = CharacterType::Allium;
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Type = CharacterType::Lb;
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}
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if (Team == TeamType::Null)
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{
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@@ -186,6 +186,16 @@ void ADefaultPlayerCharacter::NetMulticast_Skill4_Implementation()
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BP_Skill4();
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}
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void ADefaultPlayerCharacter::Skill4_End_Implementation()
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{
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NetMulticast_Skill4_End();
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}
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void ADefaultPlayerCharacter::NetMulticast_Skill4_End_Implementation()
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{
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BP_Skill4_End();
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}
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void ADefaultPlayerCharacter::Skill5_Implementation()
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{
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NetMulticast_Skill5();
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@@ -65,6 +65,14 @@ public:
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UFUNCTION(NetMulticast, Reliable)
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void NetMulticast_Skill4();
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UFUNCTION(BlueprintCallable, Server, Reliable)
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void Skill4_End();
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//Override me
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UFUNCTION(BlueprintImplementableEvent)
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void BP_Skill4_End();
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UFUNCTION(NetMulticast, Reliable)
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void NetMulticast_Skill4_End();
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UFUNCTION(BlueprintCallable, Server, Reliable)
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void Skill5();
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//Override me
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@@ -133,6 +133,7 @@ ADefaultPlayerController::ADefaultPlayerController()
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IA_SKILL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill2.Skill2'")),
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IA_SKILL3(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill3.Skill3'")),
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IA_SKILL4(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4.Skill4'")),
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IA_SKILL4_End(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Skill4_End.Skill4_End'")),
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IA_RUNESPELL1(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell1.RuneSpell1'")),
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IA_RUNESPELL2(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/RuneSpell2.RuneSpell2'")),
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IA_WARD(TEXT("/Script/EnhancedInput.InputAction'/Game/InputActions/Ward.Ward'")),
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@@ -160,6 +161,11 @@ ADefaultPlayerController::ADefaultPlayerController()
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UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
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return;
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}
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if (!IA_SKILL4_End.Succeeded())
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{
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UE_LOG(LogTemp, Error, TEXT("IA_ULTIMATESKILL load failed."));
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return;
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}
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if (!IA_RUNESPELL1.Succeeded())
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{
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UE_LOG(LogTemp, Error, TEXT("IA_RUNESPELL1 load failed."));
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@@ -196,6 +202,7 @@ ADefaultPlayerController::ADefaultPlayerController()
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Skill2Action = IA_SKILL2.Object;
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Skill3Action = IA_SKILL3.Object;
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Skill4Action = IA_SKILL4.Object;
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Skill4_EndAction = IA_SKILL4_End.Object;
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RuneSpell1Action = IA_RUNESPELL1.Object;
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RuneSpell2Action = IA_RUNESPELL2.Object;
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WardAction = IA_WARD.Object;
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@@ -221,6 +228,7 @@ void ADefaultPlayerController::SetupInputComponent()
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EnhancedInputComponent->BindAction(Skill2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill2);
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EnhancedInputComponent->BindAction(Skill3Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill3);
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EnhancedInputComponent->BindAction(Skill4Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4);
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EnhancedInputComponent->BindAction(Skill4_EndAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Skill4_End);
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EnhancedInputComponent->BindAction(RuneSpell1Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell1);
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EnhancedInputComponent->BindAction(RuneSpell2Action.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::RuneSpell2);
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EnhancedInputComponent->BindAction(WardAction.Get(), ETriggerEvent::Triggered, this, &ADefaultPlayerController::Ward);
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@@ -294,6 +302,21 @@ void ADefaultPlayerController::Skill4()
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Started);
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}
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void ADefaultPlayerController::Skill4_End()
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{
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FVector Location = GetPawn()->GetActorLocation();
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Location.Z = 0;
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SimpleMoveToLocation(this, Location);
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this->MoveToLocation(Location);
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GetPawn()->SetActorRotation((GetMouseHitLocation() - Location).Rotation());
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UE_LOG(LogTemp, Warning, TEXT("Skill4_End"));
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GetPlayerState<ADefaultPlayerState>()->SetState(ECharacterState::Attack);
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GetPlayerState<ADefaultPlayerState>()->SetAttackType(CooldownType::Skill4Comlpleted);
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}
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void ADefaultPlayerController::RuneSpell1()
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{
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UE_LOG(LogTemp, Warning, TEXT("RuneSpell1"));
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@@ -35,6 +35,7 @@ public:
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void Skill2();
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void Skill3();
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void Skill4();
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void Skill4_End();
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void RuneSpell1();
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void RuneSpell2();
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void Ward();
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@@ -71,6 +72,8 @@ private:
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TSoftObjectPtr<UInputAction> Skill3Action;
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UPROPERTY(EditAnywhere, Category = "Input")
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TSoftObjectPtr<UInputAction> Skill4Action;
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UPROPERTY(EditAnywhere, Category = "Input")
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TSoftObjectPtr<UInputAction> Skill4_EndAction;
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UPROPERTY(EditAnywhere, Category = "Input")
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TSoftObjectPtr<UInputAction> RuneSpell1Action;
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UPROPERTY(EditAnywhere, Category = "Input")
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